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.Bmp textures format question

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Steve:
OK I think I have them all working.  This will be in the next build.  I also posted them as reference-images for clarity.

Note: There are a couple of bugs in An8bmpTest.zip. In the material "32fp" the texture name is listed as "32PF" but the texture name is "32pf".  There's a similar problem with "16PF".  If you reload these textures into the two materials it will all work as expected.

(Thanks for all the test cases!)


Trevor:
Yay, thats wounderfull news, now all our textures should work as-is without any adgustments.

Just one final thing related to textures, Id love an option to have the default texture combiner mode to be 'ModulateRGB' AKA Darken, instead of Decal.
Of course, your implementation of decal is also wrong as shading should be ignored even from lights if im not mistaken.

Trev

Steve:
Decal refers how the texture is combined with the particular material color property: ambient, diffuse, specular, emissive. If you use a decal blending with the diffuse color then it will simply replace whatever color that was with the texture's color. It will still be lit in the same way that a normal diffuse layer is lit.

If you want the color of the material to be exactly the texture's color, independent of lighting, then assign it to the emissive texture using decal blending, and set Kambent = Kdiffuse = Kspecular = 0, Kemissive = 1.

Trevor:
"If you want the color of the material to be exactly the texture's color, independent of lighting, then assign it to the emissive texture using decal blending, and set Kambent = Kdiffuse = Kspecular = 0, Kemissive = 1."

Well, yes, I did know about doing that, I was simply refering to the combiner equasion related to Decal
(0-0)*0+Tex
As compared to ModulateRGB (Darken)
(Tex-0)*Shade+0



"Decal refers how the texture is combined with the particular material color property: ambient, diffuse, specular, emissive. If you use a decal blending with the diffuse color then it will simply replace whatever color that was with the texture's color. It will still be lit in the same way that a normal diffuse layer is lit."

Anyway, Yes, thats exactly what I was saying, Decal ignores the diffuse colour property. My suggestion was to add an option in the options menu to set the default for all new materials.
All the textureing work I do I have to set to darken (even if using lights) because invariably I need to colour a texture.

Trev

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