diffuse = base texture
normal = basically bump mapping. illusion of edges on a flat polygon
specular = ooooo shinny. light reflective stuff
emissive = glow. but emissive and specular together currently cause a bug with cloaking so only 1 or the other can be used.
well the alpha just overrides with the team color. all i did was make the blue parts black and white and copied and pasted them into the alpha channel. making the rest white.
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@GnaReffotsirk
diffuse = base texture
normal = basically bump mapping. illusion of edges on a flat polygon
specular = ooooo shinny. light reflective stuff
emissive = glow. but emissive and specular together currently cause a bug with cloaking so only 1 or the other can be used.
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yea im not sure how the lines are done heh
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@GnaReffotsirk: Go
only the DDS files. are you able to open DDS? otherwise i'll just convert them to psd for you
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@GnaReffotsirk: Go
http://images2.wikia.nocookie.net/__cb20080610182353/starcraft/images/a/a9/Corsair_SC1_Art1.jpg http://images4.wikia.nocookie.net/__cb20080710024906/starcraft/images/2/26/Arbiter_SC1_Art1.jpg
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arbiter and corsair :) these are very low quality. im not sure if you have good reference images to base a texture off however?
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@GnaReffotsirk: Go
:P it's fine really. you've made a pretty amazing texture. the touch ups and specular/normal maps i can do myself just fine :)
i have more textures i require if you're bored enough also :P
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@GnaReffotsirk: Go
well the alpha just overrides with the team color. all i did was make the blue parts black and white and copied and pasted them into the alpha channel. making the rest white.
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@GnaReffotsirk: Go
alpha is just part of the diffuse. theres the RGB channels and then theres Alpha channel. do you use photoshop or gimp?
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@GnaReffotsirk: Go
i shall so you make all layers should be visible correct?
also something i've had to fix. The alpha channel needs to be done to match the RGB. the alpha dictates where team color appears.
i can fix it up for now tho :)
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@GnaReffotsirk: Go
i see them :P lol? yea i definitely have them
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@GnaReffotsirk: Go
button thingies?
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@GnaReffotsirk: Go
i created normal and specular maps
i also increased the poly count of the fins of the reaver and moved the texture abit to make it abit better (the one you were talking about)
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that defiler looks 100x better than the model i pulled from the released version i have. not sure how to get ahold of that.
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im pretty sure the exporter/importer doesn't support effects and particles yet.
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it's being fixed in 1.2. it's in the patch notes.