arcones wrote:It's funny though, I've had this weird problem with the phillipk textures that Sandbox received. Apparently they reflect the character's little robo-chimp lights. And it's really annoying. Textures aren't supposed to do that.
I have not tried the textures you mention here, but...
Here is something to try, well two things...
In the XXX_art file... adjust the spec parameters.
If it says 3 3 3, make it say 1 1 1
Next thing to try is this...
Find the image that serves up the specular map, usually suffixed with an S.... like: somefile_s.png
Or maybe somefile_spec.png
It should be grouped in there with the diffuse map and normal map for the texture...
Edit that sucker in your image software... simply load it up in Gimp or whatever you use, and use a brightness tool to make it darker.
In Gimp for example, it would be: Colors > Brightness/Contrast tool.
Lower the brightness of the image, and do it by a good amount.
It won't hurt the 3d-ness of the normal map, and it'll soften that reflection.
First though, for sure, try to just use the specmap settings in the script, like so:
Code: Select all
setshaderparam specscale 1 1 1
Good luck man.
I'm working on some pretty cool textures, some are alright.
I think I want to make a set that can used to build a castle, and maybe a stucco-adobe house...
With like the main wall textures, and then some with window and door frames built-in... maybe some other embellishments.
Anyway, I'll post some stuff when I get it tweaked.
Have a great day man,