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Hmmmm. :hmmm:
In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves. This is a midnight shot and looks a tad brighter in the game. http://img17.imageshack.us/img17/249...326888188l.jpg Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day. Head Diffuse color: 255; 255; 255 Head Glossiness: 63 Body Diffuse color: 149; 149; 149 Body Glossiness: 25 Emissive for both are 0. |
Oh heck, just had to test it. Yep, that was it.
http://img811.imageshack.us/img811/9...326903072l.jpg |
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Thanks for the links to the mods, I just downloaded and will try them out. :up: A quick look at them shows me that Venatore did the same as what I just done and upped the Diffuse color in the *.dat files, as well as the Emissive values. Regards :salute: |
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Yes, this is the opposite problem for me: heads are darken, hands are shining. What software/files combination do you use to modify these values again? :06: |
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You may have to check all the body and head *.dat files to check thier Diffuse color and Emissive settings and and adjust to match. Remember to backup the originals or set copies up as a mod for JSGME like I did. You don't need to copy the *tga or other files if you do this, just the *.dat files and folder structure. Hope that helps. |
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Anybody has the same experience with S3D? :hmmm: |
Do not forget about the ability to change controller ConfigureBumpMap for body... you can try to make parameters the same as for the head (differences only in SpecularColor and UTangent) or make something else.
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Have you figured it out since you posted this? Quote:
Cheers |
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