XunAmarox Posted April 13, 2010 Share Posted April 13, 2010 Anyone know which texture controls that white dot on your eyes? The little light reflection thing that moves around as you move the camera. I know it's not part of the actual eye texture (pn_eye_whatever_0d/n/t/s)... So, it must be some shader texture or something for the eye model. I've been trying to figure out which file defines that little white dot because I've wanted to change the reflection texture for some time now. If anyone knows, I'd greatly appreciate the answer. :) Link to comment Share on other sites More sharing options...
heavywaters Posted April 13, 2010 Share Posted April 13, 2010 There is only one eye texture needed and its normal, the reflection is handled by the alpha channel in the normal map. Link to comment Share on other sites More sharing options...
XunAmarox Posted April 13, 2010 Author Share Posted April 13, 2010 I don't mean to be rude, but you're wrong. I've tried normal (0n) and specular (0s) maps. They seem to have no affect whatsoever. Not only this, but most eyes don't even have these files to begin with. It's coming from something else. Let me make it more clear:http://i40.tinypic.com/1snk2s.jpg That is the white dot I'm talking about. Link to comment Share on other sites More sharing options...
VGfallout Posted April 13, 2010 Share Posted April 13, 2010 its possible the effect could be hard coded into source-code, or shared by a universal "effect" that could also be applied on other surfaces etc thats a tough one dude especially since im not very familiar with this engine, but if you've edited associated files for the eyes with nothing, i think theres a chance it could be a "universal" effect its also bothered me as well at times, i hope you figure it out, please post if you do and best of luck Link to comment Share on other sites More sharing options...
heavywaters Posted April 13, 2010 Share Posted April 13, 2010 I'm talkin' Alpha channels here, not just texture maps and normal maps, rather the Channels within those files. The white dots may be decals that would be the alpha channel IN the Texture Map. But I know reflective highlights are controlled by the alpha channel IN the Normal Map. I could be wrong, Things could be a little different in DA. Link to comment Share on other sites More sharing options...
XunAmarox Posted April 13, 2010 Author Share Posted April 13, 2010 Okay... honestly....... I know what an alpha channel is......... and I already told you that isn't it. I don't just say "I know it's not" x for kicks and giggles. If I say that isn't it, then that isn't it. I've tested these things. I'm not new to texturing. I know you're trying to help, but it's not helpful if you just ignore everything I've said and repeat the same thing, just dumbing it down more and more each time. I've made normals, I've made specs (neither of which do anything), and those textures are from scratch. They don't even have an alpha layer. It wouldn't even make sense for it to be on that texture since it moves around the entire eye -- it'd be stationary. And since those are custom textures, a normal (or other) texture would automatically not be rendered and it would look very... strange... if it was a required part of the texture. If that were the case, it wouldn't magically appear there on new textures. The only explanation is that it's some sort of texture applied to that eye model; where from, I don't know. But since it isn't assigned, it has to be some sort've global shader being used for the eye. I really kinda doubt anyone's going to know... But since I can't figure it out, I figured I may as well ask. Link to comment Share on other sites More sharing options...
VGfallout Posted April 13, 2010 Share Posted April 13, 2010 you got dx ripper? how about capturing the scene in a small room, say flemeths hut (to minimize amount of textures ripped), finding a suspect, matching file size through original texture paths etc, and fiddling with that, very simplified but you catch my drift? *edit* im gonna install it so i can go ahead and give it a try myself, curiosity kills Link to comment Share on other sites More sharing options...
VGfallout Posted April 13, 2010 Share Posted April 13, 2010 just throwing it out there since i'm not aware exactly which files you tried, but you did see the "sphere_color, sphere_spec, sphere_graydiff" and what nots, yeah? my guess would be they work directly with the shaders they look like typical tool textures dx ripper came out with 9 files that would -possibly- affect the spec on the eyes, and if messing with these doesnt do it, its within the lighting system itself, would remind me of half life 2's "red trail sprite" for lack of an better example, ill post success if any within a few hours, no reply from me means obvious failure the only time i like the saturation of the reflectivity is when you use a templar helmet or speak with one, makes their eyes kinda glowy but its terrible for screenshots, id say 20% reduction and it'd be subtle enough to tolerate, although most people dont care or notice these things heh *edit* for what its worth, these are the files that i tampered with that appear to have no effect on the cube failure is irritating especially something so simple. i bet it's some 2kb texture. anyway good luck dude http://lh4.ggpht.com/_eDFSZ9OcaOA/S8Q_v0icMiI/AAAAAAAAAm8/RlhEearZw4s/s512/damn.jpg Link to comment Share on other sites More sharing options...
XunAmarox Posted April 13, 2010 Author Share Posted April 13, 2010 Yeah, I have 3D Ripper DX. I was actually looking through the textures earlier. The files are all named differently than in-game though. I only found 3 that resemble some sort've white dot though. Link to comment Share on other sites More sharing options...
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