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Revision as of 15:20, 13 December 2006 by Campaignjunkie (talk | contribs) (Redundant?)
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I have started this and intend to work on it over the coming days and add what knowledge I have of how exactly all the paremters available affect the final result of the specularity.

Checking the new shader sdk I don't see the occlusion texture in the code, So I assume it is currently not functional.

--RomeoGuyMapper 23:58, 20 Sep 2006 (PDT)

"New"? New to Source perhaps, but phong itself has been around when I was in high-school 10 years ago. --Andreasen 08:23, 21 Sep 2006 (PDT)

The original designs of Phong relate back to 1973, so it's definitly not new.--ElliottB 09:42, 21 Sep 2006 (PDT)

Oops thats what I meant. You can only use it in the newer source engine AppId 215 for Mods. --RomeoGuyMapper 11:00, 21 Sep 2006 (PDT)

I don't mean to burst your bubble, but I already started an aricle here. I've just recieved a mail from one of the devs at Valve confirming all the parameters and a bunch of renders showing all the stages, so I should be able to finish it up this weekend --Wunderboy 12:13, 21 Sep 2006 (PDT)

Ok cool saves me time :) Here is a picture you may like to use that I was gonna use. Phong oldman.jpg


I've now finished my more in depth article, Phong materials which is based on info from Valve themselves. Does it make this page redundant? --Wunderboy 08:08, 13 Dec 2006 (PST)

I believe it does. I guess it should redirect to Phong materials now? --Campaignjunkie (talk) 14:20, 13 Dec 2006 (PST)