User Tools

Site Tools


arma:texturing:specular_maps

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
arma:texturing:specular_maps [2009/04/17 09:16] – added more specular map information. snakemanarma:texturing:specular_maps [2024/08/01 14:47] (current) – links added. snakeman
Line 1: Line 1:
-====== Specular Maps ======+====== ArmA 1 Specular Maps ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 **Armored_Sheep (BIS Dev)**: Specular map is a complex bitmap. Each color channel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures. **Armored_Sheep (BIS Dev)**: Specular map is a complex bitmap. Each color channel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures.
Line 10: Line 14:
  
 **Solus**: The way I did the specular maps is by taking the regular color texture and making the red and blue channels full white in Photoshop and lowered the brightness and contrast in the green channel. Basically the specular maps should have flat white in the red and blue channels, then the brightness of the green channel controls how shiny each area is, from no shining on the darkest part to a mirror like shine on white. I think the red and blue channels might also control something but most of the BIS specular maps have just white and it seems to work fine. **Solus**: The way I did the specular maps is by taking the regular color texture and making the red and blue channels full white in Photoshop and lowered the brightness and contrast in the green channel. Basically the specular maps should have flat white in the red and blue channels, then the brightness of the green channel controls how shiny each area is, from no shining on the darkest part to a mirror like shine on white. I think the red and blue channels might also control something but most of the BIS specular maps have just white and it seems to work fine.
 +
arma/texturing/specular_maps.1239959814.txt.gz · Last modified: 2009/04/17 09:16 by snakeman

Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution-Share Alike 4.0 International
CC Attribution-Share Alike 4.0 International Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki

All PMC web site download services are temporarily suspended until web site yearly fees have been recovered, want to download addons/mods? Then Support PMC.

If you are grateful for all the work PMC has done in the past 25 years, use Support PMC page.