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Old 09-18-08, 08:35 AM   #65
Tomi_099
The Old Man
 
Join Date: May 2007
Location: München / Germany
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Quote:
Originally Posted by Mikhayl
Tomi, the lightmap doesn't show in your ingame screenshots that's why it doesn't look so good. When you have the second channel done, you also need a texture for it, like this :


The "Common_Int_01.tga" in the material at index #3 is the name of the diffuse texture (1st channel) and "Gato_CR_LM1_LightMap.tga" is the name of the lightmap texture (2nd channel) attached to this material.
You need to pick a "selfillu" chunk in another dat, import it in your typeII interior.dat and attach it to a material. Then give it a name like "bulkhead_O01.tga" and place the lightmap texture rendered by 3dsmax in your data/textures/tnormal/tex/ folder.
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Hmm !!:hmm:

I saw this picture ( little Lamp ) in the TGA File Folder
and i Imported that all so .
I gave them the name mod_5 ( Like my TGA Picture Name by my TGA- FOLDER )
…. What effect has this in the TGA folder???
So I think hire is the name all so important.:hmm:
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