Toasty Fresh Posted September 12, 2009 Share Posted September 12, 2009 I have a couple of questions referring to shaders. First off: Does this game actually use normal mapping anywhere? I see things like shinyness on Sith armor but otherwise the models appear rather flat. Secondly: Does it support specular mapping? Thirdly: EDIT: NVM this one, instead could someone please tell me the filename of the sith armor texture? It's not armor nor robes and I can't find it under the clothes textures but it's really very difficult to find. Thanks for your time. Link to comment Share on other sites More sharing options...
TriggerGod Posted September 12, 2009 Share Posted September 12, 2009 First off: Does this game actually use normal mapping anywhere? I see things like shinyness on Sith armor but otherwise the models appear rather flat. In some game files, I've found that the {texturename}b (or something like that) appears to be a normal map. I don't exactly know if they do anything noticeable. Its mainly in the textures for the areas, but I've noticed some others in the texture files for TSL (the gand texture comes to mind) Secondly: Does it support specular mapping? Unfortunately, not. The closest we'll ever get for KOTOR/TSL modding is using lightmaps in custom modeled modules (still being worked on) and using the shader files. Thirdly: EDIT: NVM this one, instead could someone please tell me the filename of the sith armor texture? It's not armor nor robes and I can't find it under the clothes textures but it's really very difficult to find. It should be under the N's in the textures. It should be "N_sithsolder01" or something like that. Most, if not all NPC's texture files (excluding your party members, animals/beasts (IIRC, not sure on this one), and droids' textures) are located in the N subtree. Link to comment Share on other sites More sharing options...
Toasty Fresh Posted September 12, 2009 Author Share Posted September 12, 2009 Okay, cool. I wasn't expecting spec maps (this game is rather old ) although I'd like to know how the Selkath's heads were done. They're kind of slimy-ish, it looks like spec mapping but I can't be sure. Link to comment Share on other sites More sharing options...
TriggerGod Posted September 13, 2009 Share Posted September 13, 2009 Okay, cool. I wasn't expecting spec maps (this game is rather old ) although I'd like to know how the Selkath's heads were done. They're kind of slimy-ish, it looks like spec mapping but I can't be sure. They use CM_SpecMap, which is one of the shader files I mentioned earlier. SpecMap isn't like specular maps like 3ds Max and other, newer games can support. IIRC, the Selkath uses this line in their .txi file: bumpyshinytexture CM_SpecMap I could be wrong, and it could just be envmaptexture CM_SpecMap Link to comment Share on other sites More sharing options...
Toasty Fresh Posted September 13, 2009 Author Share Posted September 13, 2009 Ah, okay. Also, the question I asked earlier which I edited out, I discovered I shouldn't actually have edited out. So, here is my original question: How do glow maps AKA illumination maps work? Is it done via one of the shader files as demonstrated in the post above this? Link to comment Share on other sites More sharing options...
Achilles Posted September 13, 2009 Share Posted September 13, 2009 If you're asking about what I think you're asking about, try envmaptexture CM_Bright (ala the electromesh armors) Link to comment Share on other sites More sharing options...
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