DustinMock Posted August 8, 2019 Posted August 8, 2019 Hey, so I'm playing around with Texmod on Kingdoms of Amalur: Reckoning. Works great but the normal maps (at least I think it's a normal map) is really odd - The channels used are Red, Blue, and Alpha, no Green channel is used. The other textures are a standard diffuse, a specular (Green channel), and masking textures. Can anyone explain what's up with those normals? I'm up at work right now so can't post up the textures in question until this evening.
27X Posted August 8, 2019 Posted August 8, 2019 What's up is that was industry standard for several engines, including source forks and UE2.5/3 variants. One channel is up down depth one channel is left right depth, volume control and glow via alpha, green for specular strength.
DustinMock Posted August 8, 2019 Author Posted August 8, 2019 1 hour ago, 27X said: What's up is that was industry standard for several engines, including source forks and UE2.5/3 variants. One channel is up down depth one channel is left right depth, volume control and glow via alpha, green for specular strength. Cool ty for that. The normals are inverted so when I saw them being orange instead of the more yellow when inverted threw me for a loop.
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