I just finished writing a pretty basic shader to handle the color/normal/specular maps as well as diffuse/ambient/specular lighting. It took me like 5 minutes to write the shader and it'll probably be good enough [though there is no skinning, I can just modify my old shader for that].
Right now I'm stuck using an archaic version of the DXSDK which limits me to Shader model 2.0 (not 2.0_a, 2.0_b, but the oooold one). This is because any other .x files fail to load in-game w/ new versions of the SDK. I'd have to re-create/export all the old prop assets [streetside objects, guns] to fix this. I'm getting everything else re-done, so I might as well re-do that stuff @ uber quality, right?
Anyways, if I do that I'll get access to Shader Model 3.0, and I can do all sorts of fancy subsurface scattering on the skin blah blah, and god knows what other effects.
I really think it might not be necessary though, judging from this little composite screenshot...This Shader Model 2.0 quality, but the assets are of such high resolution it makes up for it, and I think it looks quite next gen :-)
Anyways, it's just a screenshot of the model from FX Composer overlayed into a screenshot of the game. Obviously becuase of this, the lighting doens't match up...but it shows the potential.
I have at least 2 more models coming from this artist, and 3 models [based off the same reference material] coming from another studio.
It looks kinda distorted because of the FX composer viewport.
And here is a screen of my workspace, also showing the model in FX Composer, where I grabbed the screen.
I guess the next step is to get it in-game, too bad it's not rigged / animatable...so it'll look odd.
I couldn't resist. If the Gamespot.com kiddies are gonna compare my game to Crysis I might as well do it for them.
Now it's just a simple matter of bringing every other aspect of the game up to par lol. It looks kinda distorted because of the FX composer viewport.
More info soon...