krmc
New Member
Posts: 1
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Post by krmc on Feb 20, 2021 9:43:23 GMT -5
Hi, I have been trying to make my first mesh, however, it appears very shiny in game.
I have looked at lots of different threads about this and have tried the different solutions (or at least I think I have?)
-I tried changing the first dst file to black - this just made the object black -I tried to adjust the R/B/G brightness and this just made the object a strange colour
I am sure I am missing something really obvious as a complete beginner, can anyone help?
I am using Blender and Gimp
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Post by woodsfairy on Feb 21, 2021 17:59:40 GMT -5
It would help if you could share a link to your .package file, so people could look at the files under the warehouse tab. In the warehouse tab, did you change the correct files for the normal (Bmp) and specular maps? Individual objects will often have (or not have) certain maps associated with them.
"the first dst file" doesn't really describe the file well, you may have even changed the diffuse map (your main texture map file to all black). Are you trying to change the specular map to have an empty or all black alpha layer? (I believe this should reduce shininess).
Using gimp, you can get to the individual color channels.. (first make sure your image has an alpha layer by clicking >Layer >Transparency >Add Alpha Channel) Now to the color channels by clicking >Colors on the main menu, then clicking Components > Decompose then select RGBA from the dropdown. All the separate channels are now available to adjust, or to copy from one to another. (This is actually the process I go through to create a gray 'normal' map from a blue 'bmp' map). When you're done adjusting the channels, you click >Colors >Components >Recompose.
Have you followed the tutorials on creating and or modifying the specular maps of an object? What you follow will also depend on if you are cloning an object or creating something in CAS. (my CAS knowledge is seriously limited).
I don't know if this will help you, but this is what I would look into.
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