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Texture questions - PutraenusAlivius - 09-08-2013

Hey guys. I got 2 questions about textures. Hopefully you guys can answer these.

Does HPL2 support alpha image? I wanna made a tree texture to be a billboard but not sure about the alpha.

Do I really need to make the normals and specular for a billboard image? It's tied to the first question.


RE: Texture questions - JonnyAnomaly - 09-08-2013

Yeah, it does support alphas. Once your diffuse texture is loaded in the material editor, you can load your alpha in there too. You don't have to make a normal and specular map for any texture, it just depends if you want to use them.


RE: Texture questions - Alex Ros - 09-20-2013

Are usual diffuse maps truly have to be saved in dxt5 format with white alpha channel in order to make specular map work? Is that really true? Or that's just a tiny mistake in HPL wiki?


RE: Texture questions - JonnyAnomaly - 09-20-2013

I just save all my diffuse, normal, and specular maps with no alpha and DXT1, works fine for me.


RE: Texture questions - Statyk - 09-21-2013

What JonnyAnomaly said.


RE: Texture questions - DamnNoHtml - 09-22-2013

I do decals / transparent textures in DXT5, the rest in DXT1, works perfectly.


RE: Texture questions - Alex Ros - 09-23-2013

Another one question (I am asking, not trying by myself, simply because I am waiting for an Update and do not have HPL installed). Is that true that normal, specular and height maps files should truly contain suffixes "nrm", "spec" and "height"? Is that really so important to use EXACTLY these suffixes? Can't I use, just for example, suffix "normals" or "glossiness"? Thanks in advance!


RE: Texture questions - JonnyAnomaly - 09-24-2013

You might be able to use different suffixes (I haven't tried), but if you have the maps with "nrm", "spec" suffixes when you load a model into modelview, when it creates a material for your model, it will automatically pick those files for you and load them into your new material, provided you have them in the same folder as your mesh.