Having trouble skinning gloss maps

  • Thread starter Thread starter Rabbit, White
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Rabbit, White

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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. :)
 
Did you check it in game? Because I noticed that what you see in max is not necessarily what you get in Civ4.
 
Yeah of course :). In fact it doesn't even always look the same in NIF viewer and the game either. There was one combination I tried that actually produced a kind of a decent resault, not exactly what I wanted but better than before, or at least that's what I thought when I tested in the viewer, but when I loaded it in game it went back to the usual stuff.
 
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