You use the 64 key when importing a texture and sticking it on the mesh... that is spheremap... like this:
Notice the "64" after my fire1.bmp that tells the computer to shiny THAT texture on my pacer11.bed mesh...
I have also made things shiny by using ULTIMATE UNWRAP and editing the UVs therein... I have found that the B3D objects translated from 3DS objects can be made partially shiny (like the blade of a sword but NOT the handle) and that is cool... no loading of textures needed since the info is in the b3d mesh.
I have a sword object at: www.turbosquid.com for FREE that is in B3D and X and 3DS format... The textures are there too and should be in the same directory as the mesh.
Go there and download it if you want... look for Rook Zimbabwe.
-RZ
logo=LoadMesh( "pacer11.b3d" ) UpdateNormals logo tex2=LoadTexture("fire1.bmp",64) ; can't seem to get this to take cubemap EntityTexture logo,tex2 EntityFX logo,0
Notice the "64" after my fire1.bmp that tells the computer to shiny THAT texture on my pacer11.bed mesh...
I have also made things shiny by using ULTIMATE UNWRAP and editing the UVs therein... I have found that the B3D objects translated from 3DS objects can be made partially shiny (like the blade of a sword but NOT the handle) and that is cool... no loading of textures needed since the info is in the b3d mesh.
I have a sword object at: www.turbosquid.com for FREE that is in B3D and X and 3DS format... The textures are there too and should be in the same directory as the mesh.
Go there and download it if you want... look for Rook Zimbabwe.
-RZ