CBKX

CBKX

Joined Member # 2531461
1 Posts 2 Replies 270 Reputation

Unfortunately I haven't been able to solve the problem yet. What came to my mind: Do I need to adapt (hook up) the new specular texture file to the mesh (via softimage) or should a replaced texture be accepted automatically without changing the .mesh file again?

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First, thank you for that! I didn't generate Mip Maps yet. I tried to do it the way you wrote (took the DXT5/BC3 Option from gimp, as this is supposed to be ARGB 8). The image size is 1024x1024. And despite I basically, without further optimization just inverted the colours of the original red-channel of the -da (that looked like the -cl), I can see NO difference ingame, as if the new texture is not being applied ingame. The edited file has the same name (saved the original so

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After working long on just editing entity files for my own "canon-feeling" I was really attracted by the latest sins of a blue planet release. I played around with the beam texture for some time to make them appear more flashy/dithering like in original FS 2 (finally managed that). While testing I realized, that the ships in the mod didn't show specular maps, and so the odyssey of realizing, how limited the own competence to deal with such complex stuff really is. To make it a bit short:

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