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texturing\UVmapping Q's


Raven2001

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for models that have different types of shining effects (ex: a sword, where the balde shines, but the handle\grip doesn't), how do I assign the different levels of shining?? Is it in 3dsmax (assign the shining level on each face) or is it done in a pain program??

 

OR do I need to create different textures for those different parts of the model??

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Originally posted by Raven2001

for models that have different types of shining effects (ex: a sword, where the balde shines, but the handle\grip doesn't), how do I assign the different levels of shining?? Is it in 3dsmax (assign the shining level on each face) or is it done in a pain program??

 

OR do I need to create different textures for those different parts of the model??

 

You do this in the texture. The alphachannel in the TGA file is used as a mask to determine the level of shininess of different parts of the texture. White is no shine, and the blacker the regions are in the alphachannel the more shine you get.

 

Then you create a text file with a .txi suffix with (aside from the suffix) the exact same name as your texture. Here you assign the environment map that should be used with the alphachannel. CM_Baremetal is commonly used for shiny metal details. To use that, put this line in your TXI file:

 

envmaptexture CM_Baremetal

 

If you don't specify an environment map the game will default to using the alphachannel for transparency instead.

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