Development > Artwork
Textures
Voller:
--- Quote from: Mattn on May 16, 2010, 04:38:07 pm ---
--- Code: ---#define DEFAULT_SPECULAR 1.0
...
#define DEFAULT_GLOWSCALE 1.0
--- End code ---
--- End quote ---
Does that mean things are fully glossy and also glowing by default?
Mattn:
yes - but if you see a problem with it, tell me better default values - the problem is that we don't have many textures/maps that are using these - so it's hard to determine sane default values.
Voller:
Still not sure if I understand it, sorry :-\
Does a mapper have to specify that a normal/specular/etc. map should be used, or will the engine automatically load the respective maps if they exist?
If it's the former, then it doesn't matter so much, because the mapper will not load the default values if they don't fit.
If it's the latter I'd suggest you at least switch off the glow ;D
So in that sense, I guess I have answered my question myself. Or else you would be getting lots of complaints that everything is glowing bright white... ::)
Still, maybe a default specular map of 0.5 or even less would be more appropriate. That way you can use the default for pretty much anything unless a specific specular map exists.
Unfortunately my graphics card doesn't seem to support these kinds of effects, otherwise I'd experiment a little myself.
Voller
Mattn:
the normalmaps are loaded automagically ;)
a mapper should provide a material file that defines suitable values for those textures (with a normalmap)
H-Hour:
--- Quote from: Voller on May 17, 2010, 08:00:28 pm ---Still, maybe a default specular map of 0.5 or even less would be more appropriate. That way you can use the default for pretty much anything unless a specific specular map exists.
--- End quote ---
Not sure if something's changed recently, but my understanding was that 1.0 does not mean "as much as possible". You can use 2.0 and 3.0, etc., to make the effect greater, and 0.5 to make it smaller. So keeping the default at 1.0 should be fine as long as it's not too exaggerated at that level.
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