by ricksan » Mon Feb 28, 2011 8:24 pm
The TrainBumpSpecEnvMask.fx shader lets you apply both reflective and bump effects simultaneously. It's a three-slot shader.
Slot 1 contains your "diffuse" RGBA texture. There are six available UV Arguments, of which only #1 is apparently active. It defaults to zero, but if you set it at, say, 32, the material will be more glossy in appearance. Higher numbers actually reduce glossiness. Setting Specular Power to higher numbers controls the intensity of the specular "highlight" that appears on the material. See Develper Document 4.07, "Train Guidelines.pdf," paragraph 6.4.2 for additonal information and graphics illustrating the use and effects of these settings. (As is often the case, the graphics are missing from the Wiki.)
Be advised that the alpha channel in the diffuse texture only controls the degree to which environment reflections are visible. With TrainBumpSpecEnvMask.fx the alpha channel cannot be used for transparency or translucency. If you need those effects, you'll have to create a separate material. I use the TexDiff or theTrainBasicObjectDiffuse.fx shader with Transparency set to TRANS when I want punch-through alpha; I use BlendATexDiff with Z-Buffer Mode set to TEST ONLY when I want translucent alpha.
Slot 2 contains the normal map. The RGB channels of a normal map are used to "bend" the surface normal slightly so it will be lit or shaded differently, giving the illusion of additional detail.
Slot 3 is a placeholder. You can put any texture map there. The game engine replaces it with something called a cube map which is a generic image of the surrounding sky and terrain.
Make sure that the UV Channel for each of the three slots is set to 1.
Sorry, but as a Max user I don't know what setting options and their titles appear in the 3D Canvas shader plug-in. Even if the terms are different from what I just described, similar options should be available.