niektb Posted September 8, 2013 Report Share Posted September 8, 2013 Hi everyone,To get myself started I edited an existing texture and created specular and normal map along the process.My question is: how do you apply the normal + specular?My results are attached. The model is: rome_hc.dae Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 8, 2013 Report Share Posted September 8, 2013 Hello niektb,Sadly, the texture you've chosen to edit is only used in a test building I made when I entered the team, and it is the same building as the roman temple (which now uses the rome struct textures)Each civilization has one or two textures that are shared by all the civ buildings to save texture memory. Romans already have normal, spec and AO maps that are applied to all buildings.You can enable this effects in the .cfg file.Here's a post explaining how to enable the effects: http://www.wildfireg...34The textures to use are specified in the building/actor .xml between the <textures> labels. Here's an extract from the hellenic civ centre:<textures> <texture file="structural/hele_struct.dds" name="baseTex"/> <texture file="structural/hele_struct_norm.png" name="normTex"/> <texture file="structural/hele_struct_spec.png" name="specTex"/> <texture file="structural/ao/athen_civic_centre.png" name="aoTex"/></textures>In the same .xml file, you have to make sure at the end of it that it has a material that uses the textures between the <material>, this is from the same hellenic civ centre (uses playercolor, normal/parallax, spec and ao)<material>player_trans_ao_parallax_spec.xml</material> Quote Link to comment Share on other sites More sharing options...
niektb Posted September 9, 2013 Author Report Share Posted September 9, 2013 Okay, and is It possible to edit the textures of one building only? Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 9, 2013 Report Share Posted September 9, 2013 Okay, and is It possible to edit the textures of one building only?Yes, you have to specify it in the actor .xml file as I said above, just change the texture names by the ones you've created. Quote Link to comment Share on other sites More sharing options...
niektb Posted September 11, 2013 Author Report Share Posted September 11, 2013 (edited) I've finished my first change to the roman textures. All buildings using the struct_2.png are now changed (like dock / barracks). Any feedback?I've added some moss as well as a weathering effect to the diffuse and increased the quality of the normal and specular.Before:Note: This is a WIP screenshot, moss is already applied.After: Edited September 11, 2013 by niektb Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 11, 2013 Report Share Posted September 11, 2013 Too much black contrast IMO.BTW, by the looks of the first screenshots, it looks like you don't have enable normal/parallax/spec/ao maps. With them enabled, the lighting creates harder shadows depending on the light direction. Quote Link to comment Share on other sites More sharing options...
niektb Posted September 12, 2013 Author Report Share Posted September 12, 2013 Well, i didn't edit the material files, only changed the textures. (Though I did change the .cfg file as you posted above.I knew beforehand the there was indeed to much black, but it was just about the idea. Quote Link to comment Share on other sites More sharing options...
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