Hey, me again.
Specularity isn't showing up in game on a custom model placeable.
It's in the alpha channel of the normal maps and I even tried putting the envmap flag on which didn't do anything.
I've made the contrast of black and white pretty high in the map. I've made plenty of specular maps before although not for nwn2.
If there's a ui flag I'm missing or something could someone tell me? This question has probably and most likely been asked before but the posts I've seen never had a definitive answer, so it just seems like specularity is broken.
Thanks,
Ixion.
Specularity...
Débuté par
IxionReborn
, févr. 10 2011 11:11
#1
Posté 10 février 2011 - 11:11
#2
Posté 10 février 2011 - 11:58
Isn't specularity also referred to as the Bump Map? If so, then page 2 of your Custom Cloak Models thread should answer it for you in Hellfire's post about which maps go where. That is, if I'm not talking completely out my backside.

dno
dno
Modifié par dunniteowl, 11 février 2011 - 12:01 .
#3
Posté 11 février 2011 - 12:16
Yea it's in the same texture file as the bump map is (normal map). I'm guessing Obsidian decided to put the spec map in the alpha channel to save file space instead of making another texture file just for the spec.
It's all set up right, I'm just not getting any shinyness in-game.
It's all set up right, I'm just not getting any shinyness in-game.
#4
Posté 11 février 2011 - 01:17
It's indeed the alpha channel of the normal map, at least on models. Maybe the .dds format is a factor here, in some cases the alpha channel doesn't save properly. For testing, I'd try 8.8.8.8 ARGB (did I get the name right?), a format that surely exports the alpha channel properly.
#5
Posté 11 février 2011 - 02:20
Yeah I changed it to a tga and it has spec now, thing is I had to squint to check. I guess it's not as great as the unreal engine etc, I'll mess around with the map I guess.
So problem solved I guess.
Thanks,
Ixion
So problem solved I guess.
Thanks,
Ixion
Modifié par IxionReborn, 11 février 2011 - 02:35 .
#6
Posté 11 février 2011 - 01:56
Dump the alpha channel and just set up the spec in the basic material settings.
#7
Posté 11 février 2011 - 04:30
If I got rid of the alpha channel then all of it would be shiny which I don't want, there's metal along with stone on the object so I just want the metal shiny.
But anyway, I messed with the spec levels in the material and it got a little better, probably have to place point lights in front of it to get the kind of spec I'm used to.
But anyway, I messed with the spec levels in the material and it got a little better, probably have to place point lights in front of it to get the kind of spec I'm used to.
#8
Posté 11 février 2011 - 06:27
Always go full shiny.
If the model doesn't look like its been fully submerged in a pool of lacquer, you're doing it wrong!
You don't want to do it wrong, do you?
If the model doesn't look like its been fully submerged in a pool of lacquer, you're doing it wrong!
You don't want to do it wrong, do you?
Modifié par ArtEChoke, 11 février 2011 - 06:27 .
#9
Posté 11 février 2011 - 08:47
casadechrisso wrote...
It's indeed the alpha channel of the normal map, at least on models. Maybe the .dds format is a factor here, in some cases the alpha channel doesn't save properly. For testing, I'd try 8.8.8.8 ARGB (did I get the name right?), a format that surely exports the alpha channel properly.
obsidian used dxt5/interpolated alpha





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