ProjectX on 5/11/2005 at 16:30
Here are the texture specs when importing a .dds into T3Ed (help me fill the ones left blank)
I know the following:
Filetype (diffuse): *_D.dds
Filetype (normal): *_N.dds
Size: Power of 2 (e.g. 128x128, 64x32) no higher than: ?
Compression: DXTC 1,3,5
Mipmaps: Optional <= 16
Ziemanskye on 5/11/2005 at 16:33
(This assumes it's closer to UE2 than UE)
Size: Powers of 2 - min 16x16, max 2048x2048
Compression: DXTc 1,3, or 5
MipMaps: Optional, up to 16x I think
OrbWeaver on 5/11/2005 at 17:11
I don't think they have to be square though - you could have 512x64 or whatever.
ascottk on 5/11/2005 at 17:33
I think T3 does support specular maps but not as well. Trying to add a normal map & a specular map to a regular texture looks funky (it's either normal or specular but not both). I was browsing through the textures one day & I noticed a texture with *_S.dds so I tried it with max. I don't think the specular map includes detail though.
ProjectX on 6/11/2005 at 16:14
hmm... I've just tried adding some textures today using the great custom matlib released and they're not appearing when I load the matlib. Specs:
512x512 .dds DXTC_3 named after (and overwritten) the stone01 and stone02 materials (both D and N), no mipmaps. Anyone see any problems here?
EDIT: heh, forgot to put it in textures as well as pctextures, doh!
ascottk on 16/11/2005 at 06:45
Cool, t3ed supports bump maps too *_B.dds. This works a lot better with specular stuff.
str8g8 on 16/11/2005 at 08:59
Regarding the spec, transparency is supported in the alpha channel of the Diffuse map, but you have to check "Use alpha" in the material editor. Some of meterials in the custom matlib support this.
Quote:
Cool, t3ed supports bump maps too *_B.dds. This works a lot better with specular stuff.
So how does the specular\bump effect look? Can you post a screen?
New Horizon on 16/11/2005 at 18:44
That's awesome! The specular really adds a nice shine. :) I simply must do this to the loot items in T3 to distinguish them from junk. :) I should be able to go in and apply it only to loot items.
str8g8 on 17/11/2005 at 09:26
Wow, that looks pretty sweet. I'm not sure it's working exactly like I would expect a specular map to, though I can't be sure without seeing what your specular map actually looks like. With a specular map, you would expect dark pixels to be matt, and white area to be shiny, like for instance with a rusty metal material, you would want the rusty bit to NOT reflect. It looks as though it's just making it all over shiny or something, more like a reflection map (or an environment map).
Not sure about adding it to loot, it's more than likely that loot and non-loot items share the same materials. You would have to create a new set of materials specially for loot and re-export all the loot objects ... it's worth a try though ...