Yeah take a look at the imperial officer model or the b1 droid, the alpha channel controls the amount of specular I think.ANDEWEGET wrote:Btw, does the bumpmap flag in mshex/mshtool use a "real" specular map(adjustable specularity) or just specular on or off? Afaik we have a normal map flag in the exporter(not sure)? Does it work?
I think we can do all of those except the parallax map.VF501 wrote:normal map
diffuse/color map
specular map
other possible textures also include
parallax map
bump - used mostly for props/environments now
alpha map - cutting shapes out of planes for low poly stuff (PSP, DS)
We can fix low poly count and low texture detail as well.RepSharpshooter wrote:# Low poly count - The Mygeeto buildings look like mushrooms rather than models.
# No advanced lighting - look how in half life the lighting and shadows are all "baked" onto the model, battlefront doesn't even come close to this feature.
# Low texture detail - look at the rich detail in texture of the HL2 and COD, compare it to the blandness of battlefront
The only thing holding us back really is the lighting.
-The enb series does ambient occlusion and indirect lighting, but may be slow as shown here: http://www.gametoast.com/forums/viewtop ... enb+series+
pic of gta effects http://enbdev.com/screenshots/enb2008_5_30_20_39_51.jpg
-As VF501 pointed out, we may be able to modify the shaders, no one has done this before to my knowledge so frankly I know nothing about it.
-My cheap workaround: in battle arena I had lights in the hallways and wanted to have the cone pattern of light shining on the walls. I couldn't do this with ZE lights because you can only have 3 or so before it starts to fail. So what I did was put a light in 3ds Max, then I baked a lightmap. The lightmap was an indication from black to white on how much light shined where.
You can see the final effect here, in the hallway where the segways are coming from:






















