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Gtox
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Posted: 24th Jun 2014 09:37
As I understand it, at the moment we have diffuse(_D), normal (_N), specular (_S) and illumination (_I) maps. Are there any others, or plans to introduce others (I'm thinking metallic, height and roughness, for example)?
jtownsend1190
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Posted: 24th Jun 2014 09:47
Well in dds not sure...but more or less your talking about material, which in almost all cases is what the editor has to figure out which currently there are a few material selections in FPSC-R the most common line you will see in *.fpe files is materialindex = 3 which tells it load this mesh (.x) with this texture (.dds) follow the other maps (N,S) and warp with attributes to match with defined material....I hope that kind of is an answer to what you are talking about....if not I probably just sound like an idiot, but its late so for this moment - its okay
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Gtox
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Posted: 24th Jun 2014 10:34
You overestimated the complexity of my thinking - I just want some nice, shiny metal . But seriously, I thought the material index was there for sound purposes (to give the appropriate footstep sounds) rather than display purposes.
unfamillia
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Posted: 24th Jun 2014 13:29
Gtox is correct here.

Material index is to help the engine define what sounds and decals to assign to each model. Decals meaning, bullet holes, debris etc.

With regards to more texture maps, I would love the capability of adding more! Such as cavity, height, gloss. All these would be great! I think these aren't a limitation of the engine itself, more a limitation of the shaders we currently have available.

Cheers

Jay

Gtox
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Posted: 24th Jun 2014 14:20
Thanks, Jay.
ps I enjoyed your tutorials - even though I'm using 3ds max, not Blender, they were very easy to follow.
jtownsend1190
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Posted: 24th Jun 2014 20:13
oh I can understand audio....but it really does nothing such as blinn, lambert, phong, etc...?
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unfamillia
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Posted: 24th Jun 2014 21:57
Yeah, the material index has nothing to do with the material of the model itself. Just to tell the engine how to react when the player interacts with it.

A bit confusing, as it is called Material index.

Cheers

Jay.

jtownsend1190
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Posted: 24th Jun 2014 23:09
that is so odd....so only way to add material then is simply fake it via uv map and lighting effects on the 2d image?
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unfamillia
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Posted: 24th Jun 2014 23:11
Correct.

You need to trick the player by using normal maps, spec maps and illumination maps. That plus clever lighting can make your scene look very realistic.

Cheers

Jay.

Teabone
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Posted: 28th Jun 2014 05:09 Edited at: 28th Jun 2014 05:10
You can give the illusion of all kinds of materials just by spending some time really fining out details on your specular map and normal map.



In the attachment is an example I did of something metallic. Made the rust area's less reflective. Makes the surface look very much like painted metal.

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT

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