OK so I thought I would get into some texturing again, making some hires ones as replacers but I am a bit of difficulty with the normal map making the mesh look shiney in-game. I know there are several threads about this but I can't seem to get it right, according to several sources it's calculated through the 'channels' alpha layer - lighter are shiney, darker are dull.
I admit I haven't really tried messing around with channels hence my confusion, so I could do with some help on how to lower the alpha channel correctly because the few threads i've seen have too many people chipping with different methods and some don't seem to work.
Here is what the normal looks like in Gimp (yes this what I using) with the channels open, i'm assuming the grey area needs to be darker but I can't get it right
Just in case it's needed here is a screen of it in-game
Edited by Ironman5000, 31 March 2013 - 05:51 PM.