in glow's alpha channel, and most don't even have a friggin normalmap.
Let's get to work; shall we? I can't do them all for you.
It's Retexturathon time.
I've removed all the old hacks from shaders to try to "guess" shininess. The new rule is: If you don't have
shininess in spec alpha, you're screwed; SOL; your ship or station will look weird, like wrapped in plastic.
So, your reputation is at stake!
If you don't know what shininess is, or how to produce it, or how to put it in the alpha channel, ask and
ye shall be enlightened. If you want to see an example of shininess at work, svn up data, then fly around
and find a Diplomatic Center; land on it first and save the game; then fly off and around and have a good
look. You'll need to svn up vegastrike and recompile the engine also (unfortunately you can't if you are
on Windows; only linux users can compile the latest code, for now), to use the latest shaders and see
the glorious DDS cubemaps.
To compile, you need to get all the dependencies first, as per the wiki; then,
Code: Select all
./bootstrap-sh
./configure --enable-release --disable-debug --enable-cubemap --with-boost=system
make