Bridge Commander Central

BC Forums => BC Modding => Topic started by: Starforce2 on August 22, 2008, 11:40:20 PM

Title: spec map quickie question
Post by: Starforce2 on August 22, 2008, 11:40:20 PM
there are 2 slots in the material editor of maps, specular level and specular color...I've forgotten which is the correct one....anyone?
Title: Re: spec map quickie question
Post by: Raven Night on August 23, 2008, 12:20:12 AM
Well, in my experience it is specular level, since speculars tend to be greyscale. At least mine are. But I am by no means the foremost expert.
Title: Re: spec map quickie question
Post by: Adonis on August 23, 2008, 09:14:32 AM
You attach spec maps by scripts dude.
Title: Re: spec map quickie question
Post by: Starforce2 on August 23, 2008, 09:24:10 AM
You attach spec maps by scripts dude.

well yes, but so far as I know they should be applied to the model as well during conversion.
Title: Re: spec map quickie question
Post by: DJ Curtis on August 23, 2008, 04:22:44 PM
i always fill both.
Title: Re: spec map quickie question
Post by: Nighthawk on August 23, 2008, 05:06:48 PM
so summarize it:
specular color tells you what it looks like (what color) when the light hits the surface.
specular level tells how much that surface brights when hit by the light. the whiter, the shinier.

in BC, with the _specular map you tell the color of the surface, when hit by the light. with SpecularCoef (I think that's the value), you tell how bright the ship is. the whole ship. in max you can separate the meshes, but BC will take the ship as a whole.
that said, you don't need to use a greyscale map for _specular. it can be colored.
Title: Re: spec map quickie question
Post by: Adonis on August 23, 2008, 09:23:34 PM
You attach spec maps by scripts dude.

well yes, but so far as I know they should be applied to the model as well during conversion.

No, you don't.