I sent another email :)
added a few things, used blend mode 5 to make it stark...like D3, (I preffer the orginal myself tho)
tried my hand at some specular masks .
you can control the brightness with q(brighter) and w(darker) keys.
also theres a differnt lcube with it...really a greyscale version of the normals cube..but you can change its color to have colored lights. and it looks a bit sharper and brighter.
I had some luck with generating the Cube in realtime using the Dot3light code from the forums.
Only lighting a Cube then flipping it and rendering the cubemap. it worked...but you would need a cubemap rendered for each entity , except for directional lights.
Sam
added a few things, used blend mode 5 to make it stark...like D3, (I preffer the orginal myself tho)
tried my hand at some specular masks .
you can control the brightness with q(brighter) and w(darker) keys.
also theres a differnt lcube with it...really a greyscale version of the normals cube..but you can change its color to have colored lights. and it looks a bit sharper and brighter.
I had some luck with generating the Cube in realtime using the Dot3light code from the forums.
Only lighting a Cube then flipping it and rendering the cubemap. it worked...but you would need a cubemap rendered for each entity , except for directional lights.
Sam