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Specular Map in Blender
Posted: Sun Oct 17, 2010 10:46 pm
by Wonderboy
I've heard some people talk about specular maps with there Blender models, but I am unaware of how you use one with Blender. Ok, I have this metal shelf texture, plain UV.
I know you are supposed to make a grayscale image of it. I can do that much. Now how do I apply it to the model? I am assuming you have to assign a new texture/material in Blender or something.
Re: Specular Map in Blender
Posted: Mon Oct 18, 2010 9:47 am
by ANDEWEGET
I dont want to be rude, but you do know google do you? If i search for 'blender spec map' the first link will direct you to a nice tutorial about making and applying spec maps in blender, it even has pictures!
Re: Specular Map in Blender
Posted: Mon Oct 18, 2010 11:38 am
by Wonderboy
I'm sorry

, I just figured because there were several people here who know how to do this. And I didn't know if you did something different when using it in a game. When I searched for normal maps all I got were for the Blender Game Engine, or if you were just using it for renders.
Oh, and I was basically asking simply if you had to assign it in Blender, use Mesh Tool, or both.
Re: Specular Map in Blender
Posted: Mon Oct 18, 2010 4:17 pm
by DarthD.U.C.K.
you have to hexedit it, applying specular-, bump-, normal- etc. maps in xsi/blender whatever has no effect on the modle ingame. you can only apply these with the pandemicaddon for xsi or with rersharpshooters meshtool or hexedit them.
Re: Specular Map in Blender
Posted: Mon Oct 18, 2010 4:22 pm
by Wonderboy
Ok, let me get this straight. I make my model, UV it, then export to .msh with BFViewer. I make a spec map of my UV, save it, then use the Mesh Tool and apply it in there, correct?
Re: Specular Map in Blender
Posted: Tue Oct 19, 2010 8:35 am
by ANDEWEGET
Correct(AFAIK you have to apply bump+spec in meshtool, but just ignore the bumpmap).
Wonderboy wrote:Oh, and I was basically asking simply if you had to assign it in Blender, use Mesh Tool, or both.
This of course is a forum for SWBF modding but if you ask for 'spec maps in Blender' I reply to 'spec maps in blender' and not to 'spec maps in swbf using blender'. I dont want to offend you or anything, but please formulate your questions better next time to avoid something like this again.
Re: Specular Map in Blender
Posted: Tue Oct 19, 2010 4:46 pm
by DarthD.U.C.K.
ANDEWEGET wrote:Correct(AFAIK you have to apply bump+spec in meshtool, but just ignore the bumpmap)
you cant do that if you use the material the meshtool applys, dark parts on the specmap will be pushed in and bright parts pushed out
Re: Specular Map in Blender
Posted: Tue Oct 19, 2010 8:06 pm
by Wonderboy
Sorry ANDWEGET, I just figured it was assumed because of the site being SWBF2, but I guess you're right, as I have seen many topics about the application itself.
So D.U.C.K., how do you add a spec map if it reads the spec map as a bump map?
Re: Specular Map in Blender
Posted: Wed Oct 20, 2010 6:15 am
by DarthD.U.C.K.
it reads the specmap as oth specmap and bumpmap, if you can live with that use it, if not you have to use another flag
Re: Specular Map in Blender
Posted: Thu Oct 21, 2010 7:44 pm
by Jaspo
spec map=shiny, correct? rep's mshex only works to a point when applying this, you have to also take the extra material data from the dark trooper's msh file and add it (hexedit) to the material in the msh that you want to be shiny. so, I think all the stuff after, what is it? TX0D or whatever, after the HATRB part. And yes, you'll probably need to copy it letter by letter, I don't think hex editors have a copy/paste option.
Re: Specular Map in Blender
Posted: Thu Oct 21, 2010 9:06 pm
by AQT
Jaspo wrote:I don't think hex editors have a copy/paste option.
Kind of. Use the cursor, shift key, and arrow keys to select. Ctrl + X to remove the numbers you want. Ctrl + C to copy and Ctrl + V to insert.