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
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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.
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could be using the wrong format tga, one without an alpha? (is there one?)
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I normaly check if the "save with alpha" is on.
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Do you have the 'Experimental' launcher flag 'Use specular alpha for env mapping' enabled?
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: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.