Quote:
Originally Posted by hauangua
Hi Gap forgive me for this Off Topic, I probed send you PM . (because if I can write in Italian language it is better for me ) but your mailbox is full
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Quote:
Originally Posted by kapuhy
Yeah, so did I. I wish I could donate 80% my alotted space for PM's to Gap and vdr1981 
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Sorry guys, I have just made some space in my subsim inbox, but don't rely too much on it: until I do a major cleanup or upgrade my subsim membership, my PM space will get full rather quickly, in the meanwhile maybe we could exchange our private e-mail addresses
Quote:
Originally Posted by hauangua
I wanted clarification on "enemy gun accuracy" you had tested this a few years ago...with Rongel,and Volodya61,
Can help me? A quali conclusioni eri giunto?
Thanks Gap 
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It has been a while since we investigated in those issues and I have only a vague memory of our conclusions, but all the relative information should be in my old
Historical Gun Specs thread. Maybe we should continue this conversation there, or in private if you prefer Italian over English
Quote:
Originally Posted by kapuhy
Seems to work. tga textures that are embedded in .dat files treat alpha channel differently though, when I used above method on them result is weird noise covering half the texture. That said, these files seem to work ok when I simply remove their alpha channel and then generate new alpha channel in DXTbmp on final texture (black cockpit was also on original texture in this case):

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Nice work!
I never had any problem exporting dat-embedded TGA files and their alpha channels using Silent3ditor, but I am glad that you managed creating your custom skin anyway.
On a more general note, basic specular maps can be crated by desaturating diffuse maps and by adjusting their gamma as a whole, but the best results (and the most spectacular effects) can be obtained only by editing each material represented on those maps separately, and by adding to them detail that is not visible in the diffuse map.