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Skeleton

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Posts: 63

Location: Cambridgeshire

Occupation: Painter and Decorator

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11

Thursday, June 30th 2011, 7:31pm

First thing I see is your specular doesn't have an alpha. Take a copy of you specular layer and paste into an alpha. With alpha selected make it darker as you don't want stone to shine and needs to be saved as DXT5.
Diffuse always DXT1 no alpha unless an alpha is needed for see through parts. All speculars and normals DXT5 and must have an alpha.

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Skeleton

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12

Saturday, July 2nd 2011, 9:42am

Was this fixed?

DOSE

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13

Saturday, July 2nd 2011, 12:47pm

oki,
your problem of darker spots is refered to the scale of your height generation.

In nvidia tools, so Normalmap ;)
the more you go up in height (ex:22) the more you will get this bad darker spot.

You can fix that by lower the N.dds Normal map to 2.2 .
+ you can play with the cloudsFX.dds; make it the clearer that you can, so you'll get less shadows made from the clouds.
as example, I have gave you also the cloudFX i made for my Last Mod, so you can see the difference ;)

Here's the 3 files fixed at the lowest height possible (so less 3d effect) + cloudfx.

first I've remake the Specular that now have lightfx (alpha-channel=just take the green channel/or the one who have the best light(darker color=darker fx, whiter color=more light on the color texture) and
copy it to the alpha channel
save to Interpolated alpha DXT5generate mipmap

I have then took the Diffuse and insert the nvidia normalmap fx (2.2 height) to the RGB channel.
then copy the red channel and past it to the alpha channel.
save to Interpolated alpha DXT5generate mipmap

OFC , the Diffuse is saved in 1 bit alpha DXT1 (exeption is if you want transparent texture, you need DXT5)

-Download zip here

good luck! but sincerely thats not much of a problem^^
we can live with this darker spots ^^ :pleasantry:


Oops ;) sorry Skeleton did'nt saw your answer ^^

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Skeleton

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14

Saturday, July 2nd 2011, 2:02pm

His height scale was default and ok. His red channel was deleted and copied into his alpha and you don't add a 1 bit alpha to diffuse. Diffuse DXt1 no alpha or you will cause transparency where you don't want it. If I remember right old tm used this but not tmf ?(

maxi031

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15

Thursday, July 7th 2011, 6:03pm

First i apologize for the late replay, havnt time to replay earlier.

I know how to do specular maps, but i still have not came to their editing, those dots stoped me to move on haha.

Dose is right, i finaly removed dots :).
I fixed this by painting the normal texture with single color- 0080FF and alpha chanel with A0A0A0.

There are no more dots, but there is also no more height in StadiumWarpAuvent2N.
Better without normal, then with those uggly dots :).
I still can't figure out why just StadiumWarpAuvent2 have problem with this and not other textures, thats wierd.
By the way big thatnks guys for your help, I am really grateful for all the help i got here :).
I hope to finish track soon, and finaly release it.

edit: @Dose: i tried your clouds but they looks somehow unreal for me in game, they are moving too fast, wich affects shadows on the maps to move with unnatural speed.
:chainsaw: :minigun: :sniper: :lol: :assaultrifle: :rocketlauncher:

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