I have put a norm and spec map on for a helmet and i don't notice any difference at all.
Just wondering if i'm naming this correctly?
(https://i.gyazo.com/b89b2d1bd37b9a82a742e8ec9e9d70ed.png)
If it's the same as MXB, the helmet doesn't have a normal map or a reflection map. Snappe said:
A map called helmet_s.tga controls both specular and reflection.
With this info I was at least able to make a matte look or a reflective helmet..
Just tried that no result ???
Doing the shader thing myself.
You need a shader file that is compiled when you build the .edf
To combine the maps into 1 tga follow this post;
http://forum.piboso.com/index.php?topic=3164.msg49936#msg49936 (http://forum.piboso.com/index.php?topic=3164.msg49936#msg49936)
and this one
http://forum.piboso.com/index.php?topic=3152.msg49699#msg49699 (http://forum.piboso.com/index.php?topic=3152.msg49699#msg49699)
Problem is it's not my helmet it's the helmet pack noss69 released.
Far as i know you can only add shaders at model build time.
You need the name the creator used when he exported the helmet.
And you can't change the normal/specular/reflection map when it wasn't included at export. At least I don't know how.
Maybe the name is something like "helmet_normal", "helmet_b", "helmet_bump"?
Best would be to ask noss.