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bladeshriek wrote: »
I'm really excited about these enhancements after looking at the above screenshots.
However, I think in terms of hooking in new users and keeping them playing the game desperately needs improvements to character models / faces / textures.
After playing the demo with the new shaders and textures (and a serious FPS drop)...
TarotRedhand wrote: »
Forgive me for being dense and asking what to some will be blindingly obvious. I have looked inside some of your custom shaders and quite simply if you wrote it in Chinese I'd have more chance of understanding them. So here is my question.
I have found a fully public domain resource for textures. These textures all have specular, normal and diffuse parts. The thing is that some of them also have height and glow information. But they are not separate image files. Instead the unused alpha channels of the normal and specular maps are utilised. The normal has the greyscale height and the specular has the glow. I believe this is done this way so that these textures are unity compliant.
The question is can the new engine/shaders/material/whatever handle these correctly? If not these really good looking textures will go to waste or is there some way of automatically extracting this information and converting them for the new scheme (Bimp?).
One other thing. Are emissive maps the same as glow maps?
Thanks in advance.