removing alpha channel but that doesn't help can somebody talk with me and help to figure it out what textures settings should be i am noob in that


TNX TNX TNX no shiny anymore !!![R-DEV]Vaiski wrote:You don't have any spec map which is supposed to control the shininess.
Copy your color texture and convert it into a grayscale image (not a proper way of making spec map but it will do for now.. make a new one once you get rid of the shininess).
Then copy the grayscale image and put it into color maps (texturename_c.dds) alpha channel and save it as DXT5. Check in game.
If it still shines, move the greyscale texture to your normalmap's (texturename_b.dds) alpha channel and save it as DXT5.
Make a proper spec map once you get it to work.
Dark specular texture = less shiny
light specular texture = more shiny
Plastic for example should be fairly dark while metal should be quite light.
it is for pr cos u have to rename all the atlas files then rename all the code files and do a find and replace a bunch of times inside thous code files, then pack it all into the .zips[R-DEV]e-Gor wrote:Or if you're lazy either save it as a .dds or as a .tga renamed to .dds.
And rhino: creating an atlas isn't hard at all.![]()
some textures need to be in the atlas depending on what type of texture it is otherwise the game cant find it, ive found?[R-DEV]e-Gor wrote:Making a new atlas file just for one image is pointless - if anything, it'll reduce performance and just means you have extra work to do.
For now, rename the icon to be .dds and it'll work. Then generate the atlas files when you've got all the weapons etc. ready and can put them all on one atlas texture.
next time I play with the atlas files ill check thou i always save my icons as dds anyways[R-DEV]e-Gor wrote:renaming to a .dds (or saving to .dds in the first place) lets the game find it. Trust me on that
If you want evidence, just take a look at 0.5... I don't think the atlas was updated for the whole of that release cycle.