Try them flat.
I mean, one solid color.
Like hex #1d1d1d
Or eye-dropper one of the darker shades on the s_map and fill the entire image with that color.
Your hotspots are probably caused by those lighter areas in the spec-map.
Those images were probably made for a different game engine that renders differently.
This game seems to be really jacked up, when it comes to shiny.
Or go without'em I suppose. But you could sure try making one that was all one color.
If it works, just keep reusing that same file for all of the other textures.
Call for the image file in the s-slot by name, for all textures in the same folder.
Like dis mon:
Code: Select all
setshader bumpspecmapparallaxworld
setshaderparam specscale 3 3 3
texture 0 "tony/stone.png"
texture n "tony/stone_n.png"
texture s "tony/multipass_s.png"
texture 0 "tony/wood.png"
texture n "tony/wood_n.png"
texture s "tony/multipass_s.png"
texture 0 "tony/castle01.png"
texture n "tony/castle01_n.png"
texture s "tony/multipass_s.png"
texture 0 "tony/castle02.png"
texture n "tony/castle02_n.png"
texture s "tony/multipass_s.png"
*shrugs*
I dunno, it's like 6 of one, half-dozen of the other for some of this stuff, ya know?
One thing that I think most people do bad... is to make the normals too busy.
That and the specular shine too shiny... it looks cool and all, but not so much realistic.
Most stuff in the world is not really very shiny.
Rocks aren't shiny, nor are trees.
An ancient castle wall is a pretty dull texture, as is aged wood.
Old wooden keg barrels are not shiny, nor are most organic substances or structures in the world.
We exaggerate, to try and make it look realistic, but I think that too often, we go too far.
Cheers,
- Tony