Hlaaleluja!
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03-30-2007, 03:19 AM,
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You shouldn't use a specular map (alpha channel of normals) for stone, except maybe in order to simulate scratches. Specular map makes it shine more when light drops on it. No spec map at all means a black spec map means no shine at all... White spec would make it completely white. The specular map is mostly for metals and things like that, things that need to shine.
Maybe I can make it tile, send me the texture Razorwing. And I'll hook u up with a parallax too.
Now i cant forget
coz my momma killed me |
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03-30-2007, 03:35 AM,
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Quote:Originally posted by ev1 thats not I what have experienced and not what I am looking at actually either. When I say there are no spec maps, I mean the normal maps have a 1bit alpha or are no alpha dxt1s. meaning there isn't enough information in the alpha channel tp hold any black. and are completely white. just look for yourself. and if that still doesn't convice you. try to make a a 512x512 that is 170KB and has a black alpha layer. I would like to know how thats done if its possible. the material settings have the spec level on full whack for those castle nifs and the like. I think that has something to do with why they aren't blinding you to death with spec
AM NOT A TEXTURER
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03-30-2007, 04:46 AM,
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Quote:Originally posted by ev1 Specular is used both to make a material shine, and to make it look wet and glistening. Parts of Ghogiel's color map looked like they were glistening, ergo, I thought a specular map would look nice. Do you think it would be possible to make it tile on all sides (and up and down on all sides too) from the original image with it still looking good? If so, here's the link Ghogiel posted. Thanks! If it doesn't work out, would you consider creating a new floor texture? =) Quote:Originally posted by Ghogiel It is. Only in cases of tilesets will a texture meet itself on all ends and rotations. In all other cases the modeller can anticipate the way the mapping is situated in-game. Quote:Originally posted by Ghogiel No problem, I understand Quote:Originally posted by Ghogiel Yes, I created the parallax map for the RP cobblestone texture so I'm familiar with them. It just didn't kick in, and there doesn't seem to be anything technically wrong with it except, like I suspect was the case with some of my parallax maps, the size causes it to not display. Quote:Originally posted by Ghogiel No worries. Specular maps should indeed be in the alpha channel of the color map. They're grayscale images that controls what parts of the surface shines or glistens. I only asked because parts of your color map looked like it was glistening
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My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-30-2007, 05:06 AM,
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Quote:Originally posted by RazorwingDid you set the apply mode to apply_highlight2? I think thats all there is to activate them. unless the in a property of some sort. Quote:No worries. Specular maps should indeed be in the alpha channel of the color map. They're grayscale images that controls what parts of the surface shines or glistens. I only asked because parts of your color map looked like it was glistening Spec map goes in alpha of the normal maps.
AM NOT A TEXTURER
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03-30-2007, 05:14 AM,
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Quote:Originally posted by Ghogiel Yes. It does not result in any visual change in Nifskope or the CS (and in the cases I experienced if the parallax isn't seen in Nifskope then it's not seen in-game either). Quote:Originally posted by Ghogiel Slip of the tongue, yeah hh:
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-30-2007, 06:11 AM,
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well I just tried out the parallax map, worked fine here on a Beth mesh.
http://i25.photobucket.com/albums/c85/le...lax_no.jpg http://i25.photobucket.com/albums/c85/le...ax_yes.jpg So it isn't the textures. or nor parallax maps limited in size as far as nifskope is concerned. I have also realized I don't like the texture much now. And thinking about making the texture tile on all edges is slightly easier than I initially thought.
AM NOT A TEXTURER
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03-30-2007, 09:47 AM,
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OK seriously, the texture tiles as much as it goes.
If you mean something else, I dont know. But the texture tiles perfectly to all directions. Yes indeed Razorwing you are right you could make it look wet and glistening. I just didnt imagine this stone would have any reason to be wet and glistening. http://img142.imageshack.us/img142/5186/bbbvvvvvwn9.jpg Wait, you said it need to tile in all ways and rotations? something like that should tile? confused.. http://img406.imageshack.us/img406/9438/bnmtr3.jpg
Now i cant forget
coz my momma killed me |
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03-30-2007, 10:03 AM,
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Quote:Originally posted by ev1 Imagine you have two square pieces of paper with the same pattern on it lying side by side in front of you (in your mind). They tile. Move one piece of paper to the north of the first one, and they tile. Move it to the left side and they tile, et cetera. That's how the current floor texture is. Now place them side by side in your mind again. But this time, rotate one of the papers ninety degrees to the left. They don't tile. Rotate the other paper 180 degrees; they don't tile. Floors on tilesets have to account for those kinds of operations. Quote:Originally posted by ev1 That's... weird. Very weird. I completely trusted the wiki info that all one had to do to enable parallax was to add the texture to the color map's alpha channel and set the apply mode to ApplyHighlight2. Apparantly that was only true on Bethesda's models, whereas something is blocking it on this and a few other models I exported. I'll have to investigate what the difference between mine and theirs in that respect are.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-30-2007, 10:11 AM,
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Ahh ok I got what you mean. Now that you cant do with tiles at least tiles that arent squares(at least, again, at the very edges).
Now i cant forget
coz my momma killed me |
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03-30-2007, 07:19 PM,
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yeh you can. Its just like making a tiling texture using offset. but you have to do it by hand.
http://i25.photobucket.com/albums/c85/le...aytile.jpg it looks like that before you start chopping in each stone slab. would be a cinch with anything that doesn't have a load of visible shapes in non symetrical pattern :eek: edit in fact doing that little test I found a better method. http://i25.photobucket.com/albums/c85/le...ytile2.jpg basicall have what I did in the first pic. then . normaly tile the original texture in the middle. then, not how I have it in the second picture, polygon lasso the edge all the way around that tracing out whole slabs. then all you need to do is tidy the slabs around the edges to make sense/
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