arma:texturing:specular_maps
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arma:texturing:specular_maps [2009/04/17 09:16] – added more specular map information. snakeman | arma:texturing:specular_maps [2024/08/01 14:47] (current) – links added. snakeman | ||
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- | ====== Specular Maps ====== | + | ====== |
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+ | **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. | ||
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**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. | ||
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arma/texturing/specular_maps.1239959814.txt.gz · Last modified: 2009/04/17 09:16 by snakeman