Jump to content

Home

some texuring help...


dede_frost

Recommended Posts

Hi, I've been modeling a Marka Ragos from a lightsaber collection of the Sit Lords I've been doing. Anyway, I've een texuring it and I made a pretty ight-grey alpha channel, but now I'm stumped on how to make the entire saber shine. What I mean is that when the game applies the sahder, the frontal part of he hilt shines, since suposedly,that is the only part where the light reflects off. I was making the the saber as a powerfull Sith Lord desing, so the entire hilt would shine istead of just the part that the light reflects off. I know it soounds wierd, but in-game it just looks bad, since for some reason the alpha channel changes the texture colour from a dark grey with red blood marks to a light brown, which just sucks.

 

So, if anyone can help me out (I'm a noob, but I think I have to change the shader funcion in mytexture.txi fie that I created, I'm just not sure what line to put in there...), thanks in advance...

Link to comment
Share on other sites

Sounds like you didn't "detach to object". Polys that get their own seperated area on the uvmap need to be detached so they don't share vertices with the other parts. You won't see any difference in GMax/3dsmax but Kotor will totally mess up your mapping if you forget that (it tries to "reconnect" the texture according to the connected vertices actually). The best indicator for it is the shining bronze look in Kotor which is simply "baremetal" without texturing at all. If your texture is "subtle" (my textures mostly are, that's why I ran into that exact problem with my 1st three models) you may not even notice the screwup.

 

Edit: Try to fill the unused parts of your texture with a striking color. I use pink most of the times (but if you have parts that are supposed to be light red, better use light green...) because if you see something pink (or whatever) in game, you definitely know the map is screwed up.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...