I've had a look at many W3D models when searching out the extended information. I did notice that many models do not use default (opaque) shaders. My argument for the detail color is flawed though however I still seek the answer in that direction.
Here's a little sample, rueomrhrs_skn.w3d. It is the model of Eomer mounted on a horse and uses three materials. Only one material, the one used on the spear from the special ability, uses an opague shader. The material on the horse and on the rider use a custom shader.
Here's the material of the rider:
Pass 1, shader: Custom
Pass 1, depthCompare: 3
Pass 1, depthMask: 1
Pass 1, destBlend: 0
Pass 1, priGradient: 1
Pass 1, secGradient: 0
Pass 1, srcBlend: 1
Pass 1, detailColor: 12
Pass 1, detailAlpha: 0
Pass 1, alphaTest: 1
Pass 1, texture stage 1: RUEomer.tga
All of this is default except for the detail color. It has a value of 12 and that is a bit of a problem as our tools do not reach further then 9. When opening this material with wdump the 12 is being recognized as 'InvScale' however when exporting using this value, it becomes 3. Simply put we can not get a value of 12 there unless we alter it directly in the binary file (witch is very well possible).
The material of the horse also has an interresting value:
Pass 1, specular: (color 255 255 255)
Pass 1, shininess: 68.0
Pass 1, shader: Custom
Pass 1, depthCompare: 3
Pass 1, depthMask: 1
Pass 1, destBlend: 0
Pass 1, priGradient: 1
Pass 1, secGradient: 0
Pass 1, srcBlend: 1
Pass 1, detailColor: 12
Pass 1, detailAlpha: 0
Pass 1, alphaTest: 1
Pass 1, texture stage 1: RUTheoHorseM.tga
Again all default values for the shader except for the detail color, but take a look at the shininess witch is, compared to Generals/Zero Hour models, extremely high.
All in all this could mean nothing but the detail color = 12 is something I find at many different kind of models. The high shininess appears less often but also quite frequently.
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