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FPSC Classic Models and Media / What are the _S textures?

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Brunopark09
14
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Joined: 7th Jul 2010
Location: Santiago de Chile
Posted: 8th Sep 2010 06:20
I was looking at the textures of the bond1's model pack 22, and i noticed that there are 4 textures, D,D2,N and S, i know what are the D, D2 and N textures are, but what is the _S?

-Why didn't God take gaga,justin bieber or kesha instead of Randy Rhoads, Cliff Burton or Dio?
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 8th Sep 2010 11:53 Edited at: 8th Sep 2010 11:58
_S = Specular Map

These are generally used to define the models shininess, highlights etc. bond1 has taken it further and with his shaders you can use the spec map to add extra definition to your models.

My advice is read up on bond1's free shader topics, as he posts excellent tutorials (great video ones) regarding this.

lotgd
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Joined: 2nd Apr 2010
Location: italy
Posted: 8th Sep 2010 12:04
the specular map should not be made with "_I" in FPS Creator?

vortech
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Joined: 18th Mar 2010
Location: Finland
Posted: 8th Sep 2010 15:01
My models works with I textures. That's maybe for different shader.


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Nbt
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Joined: 11th Oct 2009
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Posted: 8th Sep 2010 18:10
"_I" is illumination map (self-illumination) commonly used for light entities etc to give the impression of them actually emitting a light source. Some shaders also combine the _I texture inside the _S texture via the alpha channel of the _S, bond1 uses this method at times.

vortech
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Joined: 18th Mar 2010
Location: Finland
Posted: 9th Sep 2010 13:52
Well, I use my specular maps as I maps. They work pretty well.


Check for pure horror.
Daniel wright 2311
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Posted: 9th Sep 2010 15:06
You can also use spec maps to show shining lights, flickering lights and or glowing if you knew how to.I once made it look as a light was shining on a modle with just a spec map.

my signature keeps being erased by a mod So this is my new signature.
Nbt
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 9th Sep 2010 18:19
A spec map and an illumination map are pretty much the same, in that they are normally just 1 bit monochrome textures (no reason they cannot also be 256 greyscale or colour either). So you could use the spec map as an illumination map, except that a spec map relies on area lighting unlike an illumination map which does not care about the lighting in the area.

So unless your using one of bond1's shaders with the _I texture encapsulated inside the alpha channel of the _S texture, you will only get the self-illumination effect when viewing the object in direct light and nothing on the darker side.

Plus if you aret using a shader with the _I in the _S textures alpha you are not in fact using a spec map as an _I map. Also if you are using the spec map with a normal illumination shader (i.e. illuminationent.fx etc) you are just using an _I texture that is made from your spec map and this is no different from using an _I texture anyway.

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