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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Dec 2007
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Last edited by Mikhayl; 02-10-10 at 10:04 AM. |
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#2 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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The alpha channel in the lightmaps texture is used for the engine a a shininess map, that uses the main UV map index, treat them as separate textures, if you wan't to see how is the LM texture in reality disable the alpha channel, same as the shininess map, if you're using PS goto the channels tab and click on the alpha channel, this way you can see the grayscale map.
What you have to do is make a shininess map, in greyscale (black=matte, white = shine) usually by hand ![]() Ref |
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#3 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
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