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Old 05-14-11, 10:00 PM   #40
naights
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Join Date: Mar 2008
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Quote:
Originally Posted by TheDarkWraith View Post
Did a lot of testing today with the alpha channel of the _Oxx maps. I've concluded that the alpha channel is like the specular intensity factor. If I make that alpha channel black (0x00000000) I get no specular reflections from sunlight. If I make it white (0xFFFFFFFF) I get amazing specular reflections.

Still playing with the alpha channel of the _Txx maps.

These shaders are responsible for the rendering of the _Oxx map:
\data\Shaders\UnifiedRender\URTex2PLightSMPS controls rendering from long distances (>= LowLODDistance)
\data\Shaders\UnifiedRender\URTex2PLightSMNMPS controls rendering from close distances (< LowLODDistance)

If you look at the alpha channel of the SH4 _Oxx maps you'll notice that they have NOTHING to do with the RGB channels. Recommend either deleting that alpha channel or setting it to some shade of white.

Adding/Removing alpha channel from the _Txx maps appears to have no effect on final rendering.
Hi:

Whats the color of the texture? specular maps in very white textures reacts more shinier than in darker ones (the light intensity affects too), probably you need to find good balance (rgb grey scale).

If the model comes with shadow maps, you can try adjusting white input to be darker, so all de model will take darker tone, lowering lightness of the diffuse will help too.

Bye !!
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