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hpl3:engine:materials [2012/04/24 12:23]
thomas [Decal]
hpl3:engine:materials [2012/04/24 12:26]
thomas [Decal]
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 === Detail Diffuse Map ===  === Detail Diffuse Map === 
 **Size:** NA, this is entirely up to how the texture is repeated\\ **Size:** NA, this is entirely up to how the texture is repeated\\
-**Channels:​** ​Alpha\\+**Channels:​** ​RGB\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:​** ​tgasingle channel (greyscale). (or dxt5 if mipmaps are needed!!)\\+**File format:​** ​ddsdxt1\\
 **Suffix:** “detail_diff”.\\ **Suffix:** “detail_diff”.\\
 A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\ A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\
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 === Detail Diffuse === === Detail Diffuse ===
-**Size:​** ​100% - 25% (depends on the amount of small details needed)\\+**Size:​** ​NA, this is entirely up to how the texture is repeated\\
 **Channels:​** RGB\\ **Channels:​** RGB\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dxt1\\+**File format:​** ​dds, dxt1\\
 **Suffix:** “detail_diff”.\\ **Suffix:** “detail_diff”.\\
 A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\ A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\
hpl3/engine/materials.txt · Last modified: 2012/10/09 08:39 by thomas