All the texture information can be found in the 'Docs' folder of your Reloaded directory 'Importing models into FPS Creator Reloaded.pdf'
Docs wrote: "
Diffuse Image map
A Diffuse map is a texture you use to define a surface's main colour.
In order to work well with a normal map and a specular map, a good diffuse texture should not have any directional lighting included, it should only have generic "ambient occlusion" - i.e. the surface gets darker in deep cracks and around embossed details. If you are generating your normal maps from high-poly geometry, you should bake a matching ambient occlusion pass from the geometry and multiply this on top of your diffuse texture to make sure that the lighting matches the normal map.
Please note the following carefully to make sure the model imports correctly.
The diffuse image map must be in .dds format (not jpeg, bmp, png or gif)
The name of the file must end in ‘_D.dds’
o For example “mymodel_D.dds”
The diffuse, normal and specular texture files must share the same name and must be in lowercase apart from the suffix.
o Example:
mymodel_D.dds
mymodel_N.dds
mymodel_S.dds
Normal Image Map
Normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents - an implementation of Bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map.
Please note the following carefully to make sure the model imports correctly.
The normal image map must be in .dds format (not jpeg, bmp, png or gif)
The name of the file must end in ‘_N.dds’
o For example “mymodel_N.dds”
The diffuse, normal and specular texture files must share the same name and must be in lowercase apart from the suffix
o Example:
mymodel_D.dds
mymodel_N.dds
mymodel_S.dds
Specular Image Map
Specular maps are the maps you use to define a surface's shininess and highlight colour.
The higher the value of a pixel (from black to white), the shinier the surface will appear in-game. Therefore, surfaces such as dry stone or cotton fabric would tend to have a very dark specular map, while surfaces like polished chrome or plastic would tend to have lighter specular maps.
The colour of a pixel is also used, to calculate the resulting colour of the surface. A very saturated specular map will have a very different visual effect than a grey specular map. If you need a more "neutral" highlight on a surface, your specular map should use the inverse of the diffuse map's colour. Using the same colour on the specular as on the diffuse will result in a more saturated highlight when viewed in the game.
You can use contrasts in specular to make a surface appear more visually interesting in the game - for example, this door has a very dark specular for the wood while the metal parts are much lighter, which will make the metal stand out more as a shinier surface when light hits it. This sort of contrast can help make surfaces in the game appear more realistic too.
Please note the following carefully to make sure the model imports correctly.
The specular image map must be in .dds format (not jpeg, bmp, png or gif)
The name of the file must end in ‘_S.dds’
o For example “mymodel_S.dds”
The diffuse, normal and specular texture files must share the same name and must be in lowercase apart from the suffix
o Example:
mymodel_D.dds
mymodel_N.dds
mymodel_S.dds"
HTH
PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 3GB
Laptop - Windows 7 32Bit, Intel Core 2 Quad Q9000, 4GB Ram, 500Gb WD, ATI Mobility Radeon HD 4850