Ogre meshes – ligthing MatDef

Hi everyone,

in SDK i cant create new materials(bug or i dont know what - closing SDK while creating) so i write it.

i dont see any documentation about ogre meshes and lighting material files, so please help me :slight_smile:

[java]

material Material/TEXFACE/windmill_diffuse

{

receive_shadows on

technique

{

pass

{

ambient 0.500000 0.500000 0.500000 1.000000

diffuse 0.338824 0.338824 0.338824 1.000000

specular 0.500000 0.500000 0.500000 1.000000 12.500000

emissive 0.000000 0.000000 0.000000 1.000000

lighting off

// Normal map

texture_unit

{

texture windmill_normal.tga

tex_coord_set 0

}

// Specular map

texture_unit

{

texture windmill_spec.tga

tex_coord_set 1

}

// Diffuse map

texture_unit

{

alpha_rejection greater 128

texture windmill_diffuse.tga

tex_coord_set 2

}

}

}

}

[/java]

without “lighting off” it just dont work(i see it gray). With “lighting off” it work like transparent normal(just as second transparent so i see it as "blue ;]).

[java]

Material Material/TEXFACE/windmill_diffuse : Common/MatDefs/Light/Lighting.j3md {

MaterialParameters {

DiffuseMap : Models/objects/windmill/windmill_diffuse.tga

SpecularMap : Models/objects/windmill/windmill_spec.tga

NormalMap : Models/objects/windmill/windmill_normal.tga

GlowColor : 0.8 0.8 0.8 1.0

Specular : 0.4 0.4 0.4 1.0

Diffuse : 0.4 0.4 0.4 1.0

Ambient : 0.2 0.2 0.2 1.0

}

AdditionalRenderState {

}

}

[/java]

This is just gray(dont work)

if someone have good documentation/tutorial about doing material files with ligthing definition(for textures).

i will post my material it may help you:



Material lava : Common/MatDefs/Light/Lighting.j3md {

MaterialParameters {

Shininess: 5.0

DiffuseMap: Flip Textures/LavaDiffuse.png

NormalMap: Flip Textures/LavaNormal.png

ParallaxMap: Flip Textures/LavaParallax.png

}

}

[java]Material Material/TEXFACE/windmill_diffuse : Common/MatDefs/Light/Lighting.j3md {

MaterialParameters {

Shininess: 5.0

DiffuseMap: Flip Models/objects/windmill/windmill_diffuse.tga

NormalMap: Flip Models/objects/windmill/windmill_normal.tga

}

}

[/java]

Still only “gray” ;/ i have name good becouse

[java]material Material/TEXFACE/windmill_diffuse

{

receive_shadows on

technique

{

pass

{

ambient 0.500000 0.500000 0.500000 1.000000

diffuse 0.338824 0.338824 0.338824 1.000000

specular 0.500000 0.500000 0.500000 1.000000 12.500000

emissive 0.000000 0.000000 0.000000 1.000000

lighting off

texture_unit

{

texture windmill_diffuse.jpg

colour_op modulate

}

}

}

}[/java]

it work for standard texturing…

yes i have tga and jpg file so it is nevermind

Edit:

Look like it work(only standard color texture), but i dont see diffrence from normal map(i mean i dont see normal map effects) ;/

[java]

material Material/TEXFACE/windmill_diffuse

{

receive_shadows on

technique

{

pass

{

ambient 0.500000 0.500000 0.500000 1.000000

diffuse 0.338824 0.338824 0.338824 1.000000

specular 0.500000 0.500000 0.500000 1.000000 12.500000

emissive 0.000000 0.000000 0.000000 1.000000

lighting off

texture_unit

{

texture windmill_diffuse.tga

}

normal_map

{

texture windmill_normal.tga

}

}

}

}[/java]