jdavis1366 Posted November 8, 2012 Share Posted November 8, 2012 I've been trying to darken the weapons textures to make them more in-line with the usual black color used in military weapons but keep hitting a wall with textures appearing far too glossy in game. I've tried editing both the texture and its normal map to include attempting to add a specular map to the images' alpha channels but nothing seems to work and I keep ending up with in game models that look like they're coated in glass for all the light they reflect. Does anyone have any advice on something I might be overlooking or a step that XCom requires that I'm not familiar with? I'm using Texmod and GIMP and saving the files as DDS with mipmaps if that makes any difference. Link to comment Share on other sites More sharing options...
kolt16 Posted November 17, 2012 Share Posted November 17, 2012 For ballistics the diffuse texture should have an alpha channel by default and thats the specular map. For the rest they have a second texture ( not the normal map ) and its red channel is the specular and green channel is the glow map. You are probably loosing the alpha channel on save. If you are using dds make sure you save it in DXT5 ARGB or at least in a format that stores alpha info.(no idea how gimp handles dds though) You may also try bmp, miked79 used it in his video tutorial, it seems to work fine with this game. Link to comment Share on other sites More sharing options...
tsanford01 Posted November 27, 2012 Share Posted November 27, 2012 If the texture is streamed from one of the *.tfc files you are screwed..there is no way at this time to edit those files. You would have to use Texmod to hook them into the game. Hate to be discouraging, as i love to see people plugging away at this difficult to mod game. I wish you luck. If you find a way to hack those files it would be a great asset to many games build on the unreal engine. Link to comment Share on other sites More sharing options...
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