R
Rabbit, White
Guest
When creating new objects in max I can turn on specular highlights but for some reason when I assign a gloss map to the gloss channel it doesn't seem to affect the places where the glossiness occurs (like it should). So I end up with objets that are either shiny all over or not shiny at all. Anyone know anything about it?
I also noticed that some of the vanilla units that have shiny parts have lightmap_something.dds file in the same folder, others don't. I tried using a lightmap in the reflection attribute and in the NIF viewer it seems to be working (it's still shiny all over but the reflection shows up right) but when I load it up in the game it looses the reflection. Another weird thing.
Anyway, if you got any ideas or thought on the issue, do share.
I also noticed that some of the vanilla units that have shiny parts have lightmap_something.dds file in the same folder, others don't. I tried using a lightmap in the reflection attribute and in the NIF viewer it seems to be working (it's still shiny all over but the reflection shows up right) but when I load it up in the game it looses the reflection. Another weird thing.
Anyway, if you got any ideas or thought on the issue, do share.
