Porting textures to BC pt2, speculars -1 reply

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MScott

CGI Rendering and Animation

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20th February 2007

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#1 9 years ago

In this tutorial I'll be showing you how to prepare textures for use in bridge commander. I'll be using Redragon's akira (Akira, Bridge Commander Downloads, Bridge Commander Public Domain Meshes) and photoshop cs. Redragon(Luan Ngo) is a very nice guy, that has put a lot of effort into creating meshes and textures for up and coming modders to learn from. These can be found on "Public Domain Meshes" at BC Files. You should complete pt1 of this series "glows" before proceeding to this. (http://forums.filefront.com/st-bc-modding-editing/383222-porting-textures-bc-pt1-glows.html) Speculars are a little different than glows. The image file will have "s" after the name. This means it's a shine map. SC_22a.jpg It wo'nt require an alpha channel but it does need to fit size requirements for BC. SC_23a.jpg This one we will have to resize as you can see. SC_24a.jpg I have chosen 512x64 for our resize on this image. SC_25a.jpg Now when you save speculars you will need to add .spec or .specular to the end of the name. (catma2_specular.tga). SC_26a.jpg Then save as a 32bit in targa format, as you did before. SC_27a.jpg Glows and speculars can be somewhat tricky at first to master, but once you have done it a few times they get easier. I hope many of you will find this usefull. Enjoy, MScott.




cordanilus

How far can we go?

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12th February 2007

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#2 9 years ago

Don't forget, that the specular texture can have color and you can use the alpha channel in this one as well. The alpha channel will allow some sections to show more brightly ingame depending on how you have defined it. This is how the SNS Galaxy speculars were done in this mod: P$YCHO SNS Galaxy Retext, Bridge Commander Downloads, Bridge Commander Federation




MScott

CGI Rendering and Animation

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20th February 2007

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#3 9 years ago

Thanks Cord. He is right, and much more experienced at this than me. Also where I said you need to add .spec or .specular to the name, I meant to say add _spec or _specular. Sometimes I get a little rushed.:cool:




cordanilus

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12th February 2007

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#4 9 years ago

Well, in the case of "_spec" and "_specular"...depends on what you have it configured for in your ships script located in this folder: "/BC Install/scripts/ships" As long as the script and what you have named your texture file, it will work just fine. :D