
And here is the side by side comparison:

And the spec/gloss maps used respectively (download from here and here to preserve the alpha channel data, links valid for one week from date of this post):


Moderators: winston, another_commander
another_commander wrote: ↑Fri Mar 13, 2020 6:55 amJust for visualization purposes, here is a redo of the previous MorayMED shot, this time with a slightly different spec/gloss map, aimed at toning down the pitting effect a bit.
Tales from the spacelanes would suit. Report the post and ask a kindly moderator to move it, perhaps?GearsNSuch wrote: ↑Tue Mar 17, 2020 10:07 pmOn a side note, is there a better place to post this? It's more of a flight log...
As a demo of a new HUD, I think the images are fine.
You can certainly include them if you want to. Apart from dropping the files in the Textures folder, you also need to add this entry in shipdata.plist, inside the materials hull section of the entries of interest:gsagostinho wrote: ↑Thu Apr 02, 2020 4:46 pmThese look great!!I can include them into the OXPs if you would like. Besides dropping these files in the respective texture folders, what config changes do you need to make? As for the Asp, do you need to create specgloss maps for each different livery?
Code: Select all
specular_map = "<name_of_specgloss_map>.png";
Code: Select all
materials =
{
"Hull" =
{
diffuse_map = "gsagostinho_ferdelance_blue.png";
normal_map = "gsagostinho_ferdelance_normal.png";
shininess = 50; // not used
gloss = 1.0;
specular_color = ( 0.26, 0.25, 0.25 ); // not used, because we are reading spec from the soecmap
emission_map = "gsagostinho_ferdelance_emission.png";
specular_map = "gsagostinho_ferdelance_specular.png";
};
};
Reminds me of the pic from the Elite manual
+1