Illumination and Specularity Maps

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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Furyofaseraph
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Illumination and Specularity Maps

Post by Furyofaseraph »

Now i know Specularity maps and bump maps are supported, and i am pretty sure the Illumination maps are as well.
BUT, i cannot seem to get them to work properly.

Okay, here is my color map. - 2mnhl.pcx
Image

Here is my Specularity map. - 2mnhls.pcx
Image

And here is my Illumination map. - 2mnhli.pcx
Image

I did the checkmark "Illumination, Transparency, Translucence" in magic 1.5, saved and loaded into Magic 2.0

Here is a picture of my Material Setup
Image
As you can see, everything is as it should be, BUT.

Two things happen.
One: there are no areas on the ship that are lit when its in darkness. The spotlights on the name and registry do not shine.
Two: areas that are black in the specmap, still produce shine in light.

What am I doing wrong?
"May thy blade chip and shatter"
MQG
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RE: Illumination and Specularity Maps

Post by MQG »

May I ask what version of Magic that is? I can use Illumination and specular maps with my models and I'm using 1.6. If there is a newer version could someone share this?
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Furyofaseraph
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RE: Illumination and Specularity Maps

Post by Furyofaseraph »

This is magic 2.0
Someone sent it to me.
"May thy blade chip and shatter"
MQG
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RE: Illumination and Specularity Maps

Post by MQG »

Well I can you send it to me?
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Furyofaseraph
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RE: Illumination and Specularity Maps

Post by Furyofaseraph »

I shall ask the person who sent it to me if I can. :-\, nothing personal, i just dont want to step on any toes.
"May thy blade chip and shatter"
turgotZ
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RE: Illumination and Specularity Maps

Post by turgotZ »

what happen if you change the blend mode?
MQG
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RE: Illumination and Specularity Maps

Post by MQG »

Well after playing around with it I think your values may be way too high. I set emissive and specular to 0.25 at 0.50 the shine seemed to appear. I also set the color box next to specular to grey and emissive to black. When doing this the entire ship was illuminated with some reflective surface.
Pheagey
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RE: Illumination and Specularity Maps

Post by Pheagey »

thanks everyone, we figured it out..
blaa.
Melkor
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RE: Illumination and Specularity Maps

Post by Melkor »

When using bump maps, do you just use a greyscale image, or do you need a different format?
MQG
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RE: Illumination and Specularity Maps

Post by MQG »

I would assume that it's a greysacale map. That is what I'm using, a solid grey at 128x128x128. I think I read somewhere that it took the the R value and applied it as a height map.
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