by SMMDigital » Thu Feb 09, 2012 8:53 am
Most of the time, as on this project, I dont use UV mapping unless precise edges or painted on shadows are required.
Ok, i've been playing around with this, and here is what i've come up with ( feel free to add to or revise ):
Diffuse Texture: Black with Alpha mask set to around 45%. This will give a dark tinted window that will not be totally transparent. Texture name (example): glass_nm.tga
Secondary Texture: 128x128 solid dark color (navy blue, black, deep purple, etc.). Texture name: glasstint_nm.tga
Environment Texture: The main duffuse texture, minus alpha, resized to 512x512, grayscaled. This is a simple placeholder texture that will be replaced by natural reflections in the game. The reason I use the main diffuse instead of a solid color texture is so that it will show up in 3DC. Texture name: glass_env.tga
Setup in 3DC:
Settings:
- Diffuse: 35
- Ambient: 2
- Specular: 0
- Translucent: 1
- Slot 1: Main diffuse texture.
- Slot 2: Tinted texture. Set translucency to 10%.
- Slot Environmental: Environmental texture.
- Properties Rail Sim: TrainGlass.fx
- Properties Tx Alpha: Transparency
It's a work in progress, but it works right now.