View Full Version : New object to shiny
15th Feb 2007, 05:53 PM
I just did make a new object, and it's looking good in game except that it is too shiny from some angles, which doesn't look so good as it is a wodden object.
Can you change this somehow?
And if you can, can you still change this after already having created the object?
Because as shiny as it is now, it looks more like a metallic object than a wooden one from some angles, from others it's ok.
15th Feb 2007, 06:55 PM
Try editing the value for stdMatSpecPower in the material definition. I think the smaller the value, the less shininess. Can't give you exact values, but you can experiment and see what works :).
15th Feb 2007, 08:49 PM
Try editing the value for stdMatSpecPower in the material definition.
To be honest I have no clue what you are talking about.http://static2.modthesims2.com/images/smilies/Oogle_anim.gif
Could you please be a bit more specific, I don't even know what program you mean.
16th Feb 2007, 05:27 AM
IgnorantBliss means open your file in SimPE, click on the TXMT/Material Definition and scroll down to the line that reads: stdMatSpecPower
there will be a value after that, if the value is 0,0,0 no shine, if it's 1,1,1 highest shine, anywhere in between means range of shine in between.
Maxis seems to use 0,0,0, to 0.2,0.2,0.2 for things that should have little or no in game.
Alos, just a thought, what did you clone this from? was it a Maxis object with metal finish?
if so, it may be using a reflection texture. in which case you need to edit that line - stdMatEnvCubeMode - to none.
16th Feb 2007, 11:46 AM
Thank you for the detailled explanation, now it works.:)
But your were wrong, it's not stdMatSpecPower but stdMatSpecCoef , if you cange stdMatSpecPower it makes the object purple.:D
16th Feb 2007, 01:50 PM
stdMatSpecCoef determines the color of the shininess, stdMatSpecPower should determine the amount of shininess.
16th Feb 2007, 03:07 PM
Well, for me stdMatSpecPower didn't work (the value was 20 btw, not 1,1,1) , but with stdMatSpecCoef it looks good, so whatever, as long as it looks good.;)
16th Feb 2007, 05:40 PM
I think simaddict99 confused the the two when giving the possible values you'll find. stdMatSpecPower typically has a value something like 20 for your object, while stdMatSpecCoef has three listed numbers which correspond to amounts of red, green and blue, respoectively, therefore determining the color.
16th Feb 2007, 11:34 PM
yup, looks I did mix up the values in my head :)
17th Feb 2007, 06:36 PM
Anyone has figured out how to use spec map yet? :)
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