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Post by HollyHox on Nov 21, 2016 15:23:11 GMT -5
I'm sure I'm missing something obvious but every time I use a specular map that's not completely in gray scale - if I edit the individual channels - it adds color to the shine, like there's a colored light shining on it. here's an example package: www.dropbox.com/s/vk1w2o3mofm0soq/granitetile.package?dl=0
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Post by inabadromance on Nov 21, 2016 17:33:09 GMT -5
hi! i'm not sure what the question is.. that's how specular works and reflects the light. Is it something specific you want to do? have you seen the effect you want on any other floor that maybe you can borrow the dst specular from?
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Post by HollyHox on Nov 21, 2016 18:49:43 GMT -5
it was my understanding that the RGB channels in the specular map would be read as shine values, not actually add color to the texture. At least that's what I got from kitkat's tutorial here. I've compared other specular maps from in-game objects and they don't do this.
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Post by inabadromance on Nov 21, 2016 19:58:12 GMT -5
I haven't worked with floors specifically, so i'm not sure if they have a different scheme of specular colors. Try either just doing a white/black specular, and also look into other dst floors instead of regular objects. i know that most of the wood floors reflect light, you can try looking at those.
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Post by HollyHox on Nov 21, 2016 22:02:40 GMT -5
I did some testing and apparently this only affects build mode coverings. Speculars for objects can have different RGB values and look right but build mode coverings (floors, walls, and roofs) have to be in grayscale. Which is unfortunate because I really wanted to apply more detail to the speculars of the floors I'm currently working on. Oh, well. Thanks for responding!
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Post by inabadromance on Nov 22, 2016 0:20:35 GMT -5
Yeap, i usually just work with red-ish tones that are the more subtle version because i really don't like shiny stuff in game haha. But that's a good thing to take note of, even if it's not the most convenient information.
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