Game Development Community

Spec Map issues "possible ignorance"

by Rex Hiebert · in Torque 3D Professional · 08/17/2010 (5:58 pm) · 2 replies

Ok, we have been scratching out heads for while. First off, is there somewhere that actually tells what the spec map should consist of. Following what works in most graphics packages and rendering software has not worked thus far.

What we are doing thus far:

We have tried about every combination of file format and channels that we can think of and are not really getting anything as far as specular difference on our surface. As a matter of a fact a black area of the spec map looks exactly like the white area of the map in torque. Does the spec map slot even work with 1.0.1? Right now we have a the spec power in the alpha channel and the spec level "or color" in the RGB. This offers no variation in the specular shading of the surface. It looks exactly the same as if I just tick "on" the specular parameter. Is this broke or am I doing something wrong? and if so what?

Currently we are using a DTX5 texture with spec level/color in RGB channels and spec power/glossiness in the alpha.

#1
08/17/2010 (7:29 pm)
see here for a fix :http://www.torquepowered.com/community/forums/viewthread/111903
#2
08/17/2010 (8:26 pm)
Thanks. That was it.