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Normal & Specular mapping on helmets

Started by kmracing99, March 01, 2016, 09:01:17 PM

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kmracing99

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?


TFC

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..

kmracing99


h106frp

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

and this one

http://forum.piboso.com/index.php?topic=3152.msg49699#msg49699

kmracing99

Problem is it's not my helmet it's the helmet pack noss69 released.

h106frp

Far as i know you can only add shaders at model build time.

Steven

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.