Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: gevatter Lars on February 14, 2007, 04:13:13 pm

Title: Question about the envo map
Post by: gevatter Lars on February 14, 2007, 04:13:13 pm
As far as I know the envoirment mapping is created by using the alpha channel of the *-shine map of a texture.
I now got the problem that this map seams to be completly ignored. No differance if its near white or near black I still get a strong reflection that makes the ship look like its made out of glass.

I am using TGA textures for testing and will later compress them into DDS format. So an alpha channel should be used and saved with the texture. What could I do wrong?

I guess that black means no reflection and white reflective.
Title: Re: Question about the envo map
Post by: Taristin on February 14, 2007, 04:23:30 pm
could be using the wrong format tga, one without an alpha? (is there one?)
Title: Re: Question about the envo map
Post by: gevatter Lars on February 14, 2007, 04:25:26 pm
I normaly check if the "save with alpha" is on.
Title: Re: Question about the envo map
Post by: Wanderer on February 14, 2007, 04:28:58 pm
Do you have the 'Experimental' launcher flag 'Use specular alpha for env mapping' enabled?
Title: Re: Question about the envo map
Post by: gevatter Lars on February 14, 2007, 04:33:41 pm
 :nervous: Dang it I forgot that their was another flag...ash on my head  :rolleyes:

Thanks...somehow I had the feeling that it was something simple.