How do you get specular maps to work?
Hey guys, had a read through of all topics relating to spec maps on textures but still can't get them to work with out being stupidly shiney.
I'm saving out as .dds with the spec map loaded into the alpha channel and with the levels knocked way down but they texture still shows as really shiney no matter what I do. If I load in complete white or complete black into the alpha it doesn't make any difference so I think I must be doing something wrong.
Any ideas? (I have the .dds files if anyone wants to take a look).
I'm saving out as .dds with the spec map loaded into the alpha channel and with the levels knocked way down but they texture still shows as really shiney no matter what I do. If I load in complete white or complete black into the alpha it doesn't make any difference so I think I must be doing something wrong.
Any ideas? (I have the .dds files if anyone wants to take a look).
Comments
You only need map type="texture" in your material file if you just using diffuse and spec. You only need to specify specular when you are using a seperate file, for full colour spec.
If that dosen't work, post the .DDS and your material file and i'll have a look.
If you could take a look at the files that would be great, can get them from <a href="http://www.mediafire.com/?tzozmggmo0d" target="_blank">http://www.mediafire.com/?tzozmggmo0d</a> (I've zipped them with the material file).
<maps>
<map type="texture" value="materials/Custom/Rhodri_Lab/Floor_Tile01.dds" />
<map type="bump" value="materials/Custom/Rhodri_Lab/Floor_Tile01_Normal.dds" />
</maps>
</material>
<properties>
<property type="surface" value="rock" />
</properties><!--c2--></div><!--ec2-->
should be
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><material>
<maps>
<map type="texture" value="materials/Custom/Rhodri_Lab/Floor_Tile01.dds" />
<map type="bump" value="materials/Custom/Rhodri_Lab/Floor_Tile01_Normal.dds" />
</maps>
<properties>
<property type="surface" value="rock" />
</properties>
</material><!--c2--></div><!--ec2-->
Other than that, I am not sure
If you load up the editor with the texture applied to something and change the alpha channels brightness and then save, you can see it update in the editor.
<a href="http://img338.imageshack.us/i/72118327.jpg/" target="_blank"><img src="http://img338.imageshack.us/img338/8253/72118327.jpg" border="0" class="linked-image" /></a>
Uploaded with <a href="http://imageshack.us" target="_blank">ImageShack.us</a>
In the viewer shouldn't my spec map be displaying as a greyscale image? Do I need to add an alpha to ny normal map as well?
I dont think you need a alpha in the normalmap, most do have them, but only because DXT5 stores an alpha channel.
Again I've run through the tutorials on builder, but can't seem to work out what I'm doing wrong. Also getting slightly worried as I need these models in Engine for a project due by the end of next week.
<a href="http://img695.imageshack.us/i/25503396.jpg/" target="_blank"><img src="http://img695.imageshack.us/img695/4963/25503396.jpg" border="0" class="linked-image" /></a> Uploaded with <a href="http://imageshack.us" target="_blank">ImageShack.us</a>
Edit: Do I need to use the ColladaMax.dll that came with NS2 when exporting from Max2010 64bit?
As for model exporting, you'll want to make sure that inside 3dsmax, you have assigned a material to your model pointing to at least the diffuse map (PSD inside your source folder). Then, you'll have to create the proper material file with the exact same name.
You should have an option in photoshop to maximize compatibility when saving your PSD, in order for the builder to convert them. The builder is going to skip any other file formats in the source folder. If you want to save your textures in DDS, you should save them directly into your output folder.
Hope that helps.
Ok so I need to do:
1) Install collada exporter (does this just get dropped into the max directory?)
2) Place my material files in the modelsrc folder, and point max to them.
3) Export as collada.
4) Edit .DAE to remove filepaths but leave names.
5) Save a .modile_compile file (does this need any mention of the textures?)
6) Make .material file. (Where should the directory point to? Think this may be where I was going so wrong).
7) Run builder.
8) And it should be all working?
Have I missed anything here that you can see or got the worng idea anywhere?
<maps>
<map type="texture" value="models/custom/Rhodri_Lab/TSA_Crate.dds" />
<map type="bump" value="models/custom/Rhodri_Lab/TSA_Crate_normal.dds" />
<map type="emissive" value="models/custom/Rhodri_Lab/TSA_Crate_Illum.dds" />
</maps>
<properties>
<property type="surface" value="metal" />
</properties>
</material><!--c2--></div><!--ec2-->
One odd thing I've noticed though is that my immumination maps work in the editor but not the viewer? Isn't that the wrong way round?
It's still a bug, the emissive map doesn't work in the editor but does in the viewer on my side, it's not a big matter but will be fixed eventually I guess.
I love seeing what people have made.