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07-24-17, 02:37 PM | #1 | |
Stowaway
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It's my opinion too. |
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07-24-17, 03:06 PM | #2 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Yes, hopefully he will pop up one of the next days and he will give us an insight on the secrets of SHIII's texture mapping, but of course the know-how of all the other SHIII hard-core modders and 3d modellers is most welcomed too
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07-25-17, 07:04 AM | #3 |
Stowaway
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Just an idea : perhaps the 3D model has to be textured twice : one with a diffuse map, and one with the specular map. In S3D, you create 2 materials, one without specular map controller and big opaque tga, and the other with specular map controller and the 512x512 transparent tga.
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07-25-17, 08:55 AM | #4 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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What you are suggesting, would probably require the usage of the Texture Map chunk in place of (or together with?) the Specualar Mask controller. This chunk, allows additional texture maps to be linked to the diffuse map. Three texture types can be selected: Ambient Occlusion, Specular, and Normal/Bump. In stock game it seems underused, and it is only employed for the mapping of AO maps or normal maps on a few objects. I couldn't find any example of it being used for specular mapping (neither in stock nor in modded files), but we can try |
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