You still need to use the diffuse map. The combined map is a new emission map. The illumination map (and extra work done by Oolite) is then eliminated. You still need to multiply the diffuse map with the illumination map in the combined map, otherwise the illumination component just becomes “more” emission map.Smivs wrote:If I follow the instructions above, the illumination map and emission map work but are applied to the default Oolite texture, with only the parts of my texture which are illuminated showing.
Yes, it does.ADCK wrote:specular_color is what color the light reflected is, I don't know if this works in non-shader mode.
Um, could you motivate that? Specular highlights from uncoated metal are self-coloured. Essentially all other materials’ specular reflections are even across the spectrum, i.e. white. I’m not aware of any material that produces intense orange specular highlights regardless of base colour.ADCK wrote:but I usually use the following settings:Code: Select all
specular_color = "1.0 0.7 0.5 1.0";
Note that the specular colour of the surface is multiplied with the colour of the light, i.e. a more saturated version of the sun’s colour which, despite recurring claims that all Oolite suns are white, actually varies a great deal from system to system. If you want to make all suns orange, you should be manipulating planetinfo.plist.