Question about specular files,bump files

Ok that worked, used a grey scale, slightly darker on the spec file and a white spec alpha and loaded up the sim and BAM, no more shine when the light hits the areas I was previously talking about AND there is a lot more uniformity over the whole aircraft ( I changed all the spec maps to the above solution ), now you can see all the details that I want to show up and it looks pretty good . Thanks to all for you help, Jeansy,000rick000 . Very helpful indeed

Bill
 
Definitely the look I was hoping for , no shine when the lights hit the surface so the details don't get shined out so to speak

Bill
 

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Thanks again fellas , it’s coming together, seahawk72 is refining the mfd to operate much more realistically , Looks great , a few more things to do and hopefully I can get this repaint out soon

Bill
 
I will just add that even with the detailed explanations here, it still depends on how the materials were set up by the modeler.

Look closely at these options, especially those within the yellow band, and you can see how reflections and alphas can be used in different ways.

The SDK materials section (teapot) gives a reasonable explanation but still leaves a lot to experimentation.

http://www.sim-outhouse.net/downloads/SOHTeam/mtls.jpg
 
Bit rich from a developer who doesnt know how to use bump or spec mapping



Cheers rick for elaborating further

i didnt want to go too much into detail but you did a great job on expanding my very basic explanation which i wrote around 1;30 am

Bill theres a very detailed Microsoft sdk webpage on painting, it can be heavy reading but it explains all the different styles to map and paint fsx modeled aircraft

But i warn you its heavy reading as it more directed at the developer level for them to include those textures

But you have more than enough here to work with

Thank you, Matt.:wavey:
 
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