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Post by Orangemacm on May 31, 2016 4:49:33 GMT
indiedev I don't think that might be possible since you are not able to manage every single material... Unless you know how to do that througt HSHL...
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Post by indiedev on May 31, 2016 16:41:48 GMT
oh sorry, not lightmap as that's for shadows, etc - i meant '009 emmisive' shader and a dds for the emmisive map [for glowing lights on buildings etc] those shaders like specmap/glowmap must be there for a reason, but should need a mapped image to work, likely with a name which is lost in original documentation if there was any.
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Post by Orangemacm on May 31, 2016 16:53:13 GMT
OK...
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Post by indiedev on Jun 1, 2016 5:22:56 GMT
well i found the answer in the old rad site archive:
' - userTextureA.dds - GlowMap, this has to be a alpha transparent DXT5 dds texture, it will blend with the mesh texture and tiles.'
so now i can have normal and glow maps per skin, and yes, even spec/lightmaps instead using same file name
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Post by rock on Jun 1, 2016 5:55:39 GMT
Okay! indiedev thank you for the information.
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Post by Orangemacm on Jun 1, 2016 8:43:23 GMT
well i found the answer in the old rad site archive: ' - userTextureA.dds - GlowMap, this has to be a alpha transparent DXT5 dds texture, it will blend with the mesh texture and tiles.' so now i can have normal and glow maps per skin, and yes, even spec/lightmaps instead using same file name So how do You do that... Just need to know that too...
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Post by indiedev on Jun 2, 2016 1:35:19 GMT
read the archive, there's a link on here somewhere, but spec/lightmaps are dxt1. you also need to create your own maps unless using a program that does that.
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Post by Famer on Jun 2, 2016 8:54:42 GMT
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Post by rock on Jun 2, 2016 14:02:12 GMT
yes , he is helpful! famer.
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Post by TinSoldier on Jun 11, 2016 16:29:56 GMT
read the archive, there's a link on here somewhere, but spec/lightmaps are dxt1. you also need to create your own maps unless using a program that does that. I have to question "DXT1" usage, i can't remember this ever being mentioned. I have tried using DXT1 on a texture and noticed the file size's were quite a bit smaller than when using DXT5. Problem is 3drad didn't display the texture transparency properly ( if i remember right ), only DXT5 is mentioned and works properly, as far as i know.
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Post by indiedev on Jun 12, 2016 3:58:06 GMT
i was quoting what the creator [shadmar] said on the release thread archive: MUST use dxt5 for glowmap, dxt1 for other 2 maps. you are right that dxt1 has no alpha, but specmap should still be able to create FX like rust patches on shiny metal etc so doesn't even need alpha.
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