Gristmill wrote:Yeah, the normal mapping is gonna get you. GIMP has a normal mapping tool for coverting a texture to a Normal. As far as making it into a normal, turning the texture into a white is high, black is low heightmap image is an easy way to do it at first. Specular is pretty much white = shiny, gray = plasticy and black = dull. Obviously the shades between them are a gradient of those attributes.
Gristmill wrote:Yeah, the normal mapping is gonna get you. GIMP has a normal mapping tool for coverting a texture to a Normal. As far as making it into a normal, turning the texture into a white is high, black is low heightmap image is an easy way to do it at first. Specular is pretty much white = shiny, gray = plasticy and black = dull. Obviously the shades between them are a gradient of those attributes.
NCrawler wrote:Gristmill wrote:Yeah, the normal mapping is gonna get you. GIMP has a normal mapping tool for coverting a texture to a Normal. As far as making it into a normal, turning the texture into a white is high, black is low heightmap image is an easy way to do it at first. Specular is pretty much white = shiny, gray = plasticy and black = dull. Obviously the shades between them are a gradient of those attributes.
Yeah, I understand all that it's just that I pull the images out of the .xnb as a .png and .png format treats the alpha layer as a transparency layer thereby screwing the image up. Same for the normal map, especially if there was a specular in the alpha channel. I can fix the texture sheet by flattening it in photoshop and just redoing the transparency but will probably have to redo the normals manually.
I'll send you a 'fixed' texture sheet tomorrow crosshair. May be a day or so on the normals.
rrunnheim wrote:Since we're using both a color and normal texture, the textures are packed as follows
Color : r g b a -- where alpha here is only used for crystal/glass/fencing etc..
Normal : x y z s -- and here is the specular term you were asking about. It's only a global specular (so always white)
Great question!
NCrawler wrote:rrunnheim wrote:Since we're using both a color and normal texture, the textures are packed as follows
Color : r g b a -- where alpha here is only used for crystal/glass/fencing etc..
Normal : x y z s -- and here is the specular term you were asking about. It's only a global specular (so always white)
Great question!
Thank you very much! Is there any chance at all that we could get a copy of the original textures and normals?
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