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Берсеркер
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Суровый челябинский программист
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No correct.
Not need save white flat alpha channel.

Texture.RGB = color
Texture.A = detailedBump intensity or heightMap (parallax mapping) or holes in "fence" texture
(if Alpha channel not present, Alpha = 1.0, maximum)

LightTexture.RGB = light
LightTexture.A = effect intensity (chrome, power, map)
(if Alpha channel not present, Alpha = 1.0, maximum)

Bump.RGB = normal
Bump.A = specularMap
(if Alpha channel not present, Alpha = 1.0, maximum)

See manual: http://berserker.quakegate.net/counter.php?file=52 (Tex&Mdl.rar)
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Берсеркер
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Суровый челябинский программист
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zflarepatch.zip contain all light filters (rotated for new rules)
zflarepatch2.zip contain correct 9_ft.jpg (fixed x,y sizes)
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Just_Jim
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Thank you for post above and Tex&Mdl.rar - I see a difference now

No alpha in 24-bit color texture and no _bump (flahlight off)

fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/broken1_1-noBump-f.jpg

No alpha in 24-bit color texture and _bump is 32-bit with gray scale alpha (flahlight off)

fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/broken1_1-Bump-f.jpg


No alpha in 24-bit color texture and no _bump (flshlight on)

fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/broken1_1-noBump+f.jpg

No alpha in 24-bit color texture and _bump is 32-bit with gray scale alpha (flshlight on)

fullsize screenshot http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/broken1_1-Bump+f.jpg

http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/
broken1_1.tga 07-Oct-2006 10:32 48K
broken1_1_bump.tga 03-Jun-2008 11:27 64K

refresh http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/ to get the most recent
broken1_1.tga 07-Oct-2006 10:32 48K
broken1_1_bump.tga 03-Jun-2008 11:27 64K

Are the two .tga files correct?
Берсеркер
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Суровый челябинский программист
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broken1_1.tga - 24bit tga, correct if you not use parallax or per-pixel detailedBump for broken1_1.
broken1_1_bump.tga - 32bit tga, correct. But, specularMap (Alpha channel) is a less contrast clone of Green channel.
My specularMap same as doom3's texturename_s.tga
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Just_Jim
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Are you saying -
Use the Green channel from broken1_1.tga to create the alpha channel in broken1_1_bump.tga.
Берсеркер
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Суровый челябинский программист
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Use the Green channel from broken1_1.tga to create the alpha channel in broken1_1_bump.tga.

I'm not said it! :o
You took green channel of broken1_1_bump.tga (or broken1_1.tga ?) and put it in alpha channel of broken1_1_bump.tga
It's mistake.
Use alpha channel for specular map!
For example: metal parts have high alpha (high light specular).
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Just_Jim
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Thank you, I think I have it correct.
Please look at http://www-personal.umich.edu/~jimw/q2/images/ber/alpha/ and download new version of broken1_1_bump.tga
broken1_1.tga 07-Oct-2006 10:32 48K
broken1_1_bump.tga 04-Jun-2008 15:09 64K
Is the alpha channel what you expect for Berserker?
It looks very good in game.
Берсеркер
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Суровый челябинский программист
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Bit not correct: you made high alpha for armature contours.
Make high alpha for armature.
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Just_Jim
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OK, I am getting close, right?
I am using Photoshop 6.0 and have started to learn about:
Bump map
http://reality.artificialstudios.com/twiki/bin/view/Main/BumpMapping
http://www.modwiki.net/wiki/NvidaNormalMapFilter_(tool_overview)
Specular map
http://www.modwiki.net/wiki/Start_a_Specular_map_with_a_Normal_map

Have not found much information on alpha for armature contours and alpha for armature.
Do you have a link or a direction for me to follow?

Let me know if I become a Pest.
Barnes
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"true" normalmap make in 3d editor (3ds max, maya, lightwave)
from hi poly model
photoshop filter for normalmaps - natural perverse
Какой богатый внутренний мир! Дай-ка посмотрю.....