How it's done..
you must make a specular-gloss map materials = {
"relop_krait.png" = {
"diffuse_map" = "relop_krait.png";
"emission_map" = "relop_krait_em.png";
"normal_map" = "relop_krait_norm.png";
"specular_map" = "relop_krait_s.png";
"shininess" = "128";
"gloss" = "0.5";
In the RGB a grayscale or colored ( e.g. above ) specular map
In the ALPHA channel ( = ) a grayscale map of the ( amount of ) gloss
Here is the specular/gloss map used in the mixed krait recently posted in the screenshots thread https://postimg.cc/vgxWnCmG
I've gotten a little deeper it (supplementing with some youtube explainers) so it's beginning to make more sense. I may save really diving into it for when I start the Rusty Asses..
But would you say placing the grayscale image in the alpha channel is crucial to how the image appears? I don't see in your materials setting the line "extract_channel" = a;..?
I was young, I was naïve. Jonny Cuba made me do it!
Murgh... will you be giving them any of these personality? Eg. Boyracers in volume 2?
Missionaries have it ("We really love you!"; "Dude! Know that the Eye sees everything!"), as do some of your old .oxp's. And you can now add in Death Cries too...
"Out of my way, slow coach!"
Last edited by Cholmondely on Wed Mar 02, 2022 2:16 pm, edited 2 times in total.
Murgh... will you be giving them any of these personality? Eg. Boyracers in volume 2?
Missionaries have it ("We really love you!"; "Dude! Know that the Eye sees everything!"), as do some of your old .oxp's. And you can now add in Death Cries too...
Yes, I really hope I'll be able to take the AI one step further, although I'm weary that it will demand of me to bang my head against javascript.
I'm just first thinking of populating the IronAss fleet with more of the Elite-A ships and some of the Aegidian extra classics before remastering the best of my own old ones, and some of those demand fun AI attitude. If this is sufficiently educational then I should be able to tackle a Missionaries revamp and Lave.oxp. This is how I hope to grow anyway.
ed. I can't decide if the new Boyracer looks most like a hummingbird, dolphin or a goldfish.
I was young, I was naïve. Jonny Cuba made me do it!
It’s gorgeous. I would be extremely happy to include contributions and curate a great mix of corrosive expressions. I had only planned for the old iron-meets-water rust, but the ones you are forging are too good not to be out there.
I was young, I was naïve. Jonny Cuba made me do it!
As far as I can tell, this is exactly as I have it. Feels like the maxed shininess isn't doing it to bring out the specular map details, and the other consequence is (in space trials) it really seems to make a most dramatic contrast so shadow areas are pitch black. Am I doing something wrong or is there another way to amp up the specularity?
I was young, I was naïve. Jonny Cuba made me do it!
N.B. I use Linux and screenshots ( can ) come from different machines...
Hm. I replicated this and if anything it made them more smooth, as if delicately smeared in liquid silver and bronze, more glowroids-like. How strange that it's so remote from the earlier pics.
I'll see what values I can slide and tweak to make my screen show a closer result, but it feels so restrained. My urge is to free it from the alpha channel and do all the old primitive things I know how, the need to do it all on the basic image texture.
I was young, I was naïve. Jonny Cuba made me do it!
Here I only changed the shader multipliers back to original levels
..
Which looks a lot like your set
Yes that effectively illustrates the difference. So to produce the desired result without shadertweaking, the diffuse map has to play a bigger part then.
I was young, I was naïve. Jonny Cuba made me do it!