Thanks for the input guys, and I'm glad you bring up the specular maps alpha channel. For some reason, my nVidia / Photoshop exporter of DDS files wont allow me to export with an alpha channel - I get this error "Too many alpha channels (5)". Therefore when I create a DDS with dxt3 and up, it created its own alpha channel in pure white (rgb). So I'm guessing my problem lies somewhere in the exporting process. I had a feeling it was alpha channel related. I scoped out the developer spec maps, and they have detailed alpha channels that look like darker versions of one of the other rgb channels. I've tried duplicating and editing the red channel for example, saving it as an alpha, but Photoshop (cs4) or the nVidia plug wont allow me to export ANY alphas, at all.
As for the falloff parameters, do you mean this line ?? (<Float Name="mml_fSpecularReflectionMult" value="0.50"></Float>). Otherwise I don't know what that is.
And thanks for your complements on the normal map Darth, but it was a fluke. I forgot to down-sample the map from 2048 down to 512 lol, so yea, it should look pretty damn good. But at 512 not as sharp, but still better than the first screen for sure. I went with 1024x1024 in the end.
Modifié par belevezero, 19 février 2010 - 06:06 .