calibantw Posted July 13, 2009 Share Posted July 13, 2009 I'm working on a retex of the rivet city fighter jets, and for some reason I can't get this insane specular reflection to normalize. I'm using Photoshop CS4 with DXT plug-ins, and i've tinkered with the save settings of my texture and I can't figure it out. It's not the _n.dds specular map, as even using the default doesn't fix it. I've also edited the .nif to enable alpha transparency, I'm hoping that hasn't broken it. If anyone knows what's going on here, or if you need to beta test the textures, I'd much appreciate it. Also, as I'm only an amateur 3D designer, if anybody would be willing to edit the .nif model to unfold the wings, that would be pretty awesome. The US Navy only operated a small number of P-80As, and these were land based trainers, and were never fitted out with folding wings. http://i217.photobucket.com/albums/cc20/petethecommie/specular.jpg Link to comment Share on other sites More sharing options...
Andersh Posted July 13, 2009 Share Posted July 13, 2009 Hi crash_downIn the nif file is the glossiness value an the specular color defined. You can find it in the NiMaterialProperty. Maybe this helps Link to comment Share on other sites More sharing options...
jaysus Posted July 13, 2009 Share Posted July 13, 2009 also make sure unknown int 2 in the bsdshaderpplightningproperty is set to 1 instead of 32xxx if you have environmental reflections then take a look at your _n.dds again... its alpha channel is responsible for reflection, the whiter it is the more light gets reflected, just darken it Link to comment Share on other sites More sharing options...
calibantw Posted July 14, 2009 Author Share Posted July 14, 2009 Neither of those seem to make a difference... I've darkened the _n almost to black and that doesn't fix the specularity. Link to comment Share on other sites More sharing options...
neunen Posted July 14, 2009 Share Posted July 14, 2009 the whole _n.dds or the alpha channel of the _n.dds? just checking Link to comment Share on other sites More sharing options...
calibantw Posted July 14, 2009 Author Share Posted July 14, 2009 Both. I shouldn't have to do that, though. Using the default texture's _n.dds doesn't fix the problem, and I don't remember any default textures reflecting in that way Link to comment Share on other sites More sharing options...
Andersh Posted July 14, 2009 Share Posted July 14, 2009 If you textured this jet white, this could also be caused by HDR or Bloom Link to comment Share on other sites More sharing options...
Baelkin Posted July 14, 2009 Share Posted July 14, 2009 Indeed, it seems that pure white (ie. #ffffff colorcode) seems to reflect light like *crazy* in the Fallout engine regardless of material settings and normal map alpha color. Maybe a less vibrant/more grey'ish white would cause less reflection but still appear as white? Link to comment Share on other sites More sharing options...
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