Some'more .material coding
There's alot more you can learn about here:
http://www.ogre3d.org/docs/manual/manual_14.htmlHowever, these are just basic ones I've used before for mods (:
-images soon-
Ambient Lighting ( Shading) Gives the body part shading
material preset_2_bodyMatL
{
technique
{
pass
{
ambient 0.8 0.8 0.8 1.0
texture_unit
{
texture CharacterImage.png
}
}
}
}
~
Variations~
Medium Shading : ambient 0.6 0.6 0.6 1.0
Dark Shading : ambient 0.4 0.4 0.4 1.0
Super Shading : ambient 0.2 0.2 0.2 1.0
ShadingGives the body part a certain type of shading technique
material preset_2_bodyMatL
{
technique
{
pass
{
shading gouraud
texture_unit
{
texture CharacterImage.png
}
}
}
}
~
Variations~
High-End Shading : shading phong
Normal Shading (default) : shading gouraud
Polygon Shading : shading flat
Specular Lighting ( Shininess ) Gives the body part a reflective shiny-ness from the light ( sort of like wetness or metal)
material preset_2_bodyMatL
{
technique
{
pass
{
specular 0.2 0.2 0.2 1.0
texture_unit
{
texture CharacterImage.png
}
}
}
}
~
Variations~
Clean : specular 0.2 0.2 0.2 1.0
Shiny : specular 0.4 0.4 0.4 1.0
Super Shiny : specular 0.6 0.6 0.6 1.0
Blinding: specular 0.8 0.8 0.8 1.0