Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Kev367th on November 13, 2006, 03:50:54 PM
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Ditch it and give us an alpha layer to control shinyness.
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But wouldn't an alpha layer just make things transparent, rather than shiny? Or did I miss something? :confused:
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actually a specularity map. It would increase texture memory. ALOT...lol
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i was going to add a comment but i realized that i forgot to bring my pocket protector.
:confused:
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Actually, your pencil neck works just fine in lieu of a pocket protector.
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Originally posted by Waffle BAS
Actually, your pencil neck works just fine in lieu of a pocket protector.
come closer. bring me your eye.
;)
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Originally posted by Krusty
But wouldn't an alpha layer just make things transparent, rather than shiny? Or did I miss something? :confused:
Alpha layers can be used for either, transparency or shinyness, but not both
It all depends on what you as the modeller decide it's for.
You can get both by using two different texture files.
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Bah waffle change your avatard.. TTU all teh way lmao:p
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Kev, so you mean a greyscale image, the darker it is the less specularity, full black being none, and the lighter it is the more, full white being crazy-reflective?
Hrm... I don't know. That might be interesting, but I think the end result would look "painted on" instead of the real-time way it handles it now.
If the alpha layer were pure on/off (full black and full white, no shades in between) that might be more useful...
Then again I don't know for sure, I haven't thought about it much.
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Originally posted by Waffle BAS
actually a specularity map. It would increase texture memory. ALOT...lol
Gigg 'em
Whooooooooooooooooooooooooooo oop
I don't know much about making a skin but I saw an Aggie :D
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Originally posted by Krusty
Kev, so you mean a greyscale image, the darker it is the less specularity, full black being none, and the lighter it is the more, full white being crazy-reflective?
Hrm... I don't know. That might be interesting, but I think the end result would look "painted on" instead of the real-time way it handles it now.
If the alpha layer were pure on/off (full black and full white, no shades in between) that might be more useful...
Then again I don't know for sure, I haven't thought about it much.
Usually it is greyscale -
Black =no shinyness (reflectivity)
White = full shinyness
With greys giving you varying degrees.
Believe me it looks a lot better for the following reasons -
1) Use masks so that markings etc are non reflective while the fuselage etc is reflective to a degree.
2) Can use greyscales on different parts to get different amounts of shinyness (old/new panels).
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actually it could probably be done using material / texture blend shaders, but then I'd imagine there'd be no player made skins due to size / resources.
so for a now 1024 texture, you have a 1024 for specularity, and another one for bump mapping.... I mean, you might as well throw bump mapping in. It would make the planes mighty fine looking:D especially on the interiors.
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I'd rather keep the materials text file we have already, and use the "alpha" as that, and alpha (on/off) for anti-glare, markings, etc. I think that would probably present the best results of both worlds.
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Originally posted by Krusty
I'd rather keep the materials text file we have already, and use the "alpha" as that, and alpha (on/off) for anti-glare, markings, etc. I think that would probably present the best results of both worlds.
That would work also.
Needs something to get rid of the inbuilt anti glare panels and shiny markings if you use a shiny material file.
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Yes, that would be nice. However they choose to do it, the end result would be cool.