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#xxl

pegperegogaucho
The reflections are coming from the environment map apparently
mr.rubinshtein
unless if RW worked different
mr.rubinshtein
i see
pegperegogaucho
In blender, you specify the reflection blob texture as the environment map, the texture is called "specmap" but is actually environment map :Oblebolix:
mr.rubinshtein
lol
mr.rubinshtein
good job blender
mr.rubinshtein
totally not confusing
mr.rubinshtein
pegperegogaucho
It is whatever
mr.rubinshtein
yup
adrientd
You can have bump maps, I even managed to make them work at the beginning of this year
adrientd
And dual textures probably too
adrientd
For the 360 ports, ELB made their own shaders to have normal maps and more advanced lightning on top of Renderware.
adrientd
And funnily enough, the shader source code is present on the disc :Obelul:
pegperegogaucho
But this must be a different renderware version
adrientd
Yeah back then Renderware was already dead, so if studios wanted to get new features they had to implement them themselves.
deep_wolf
It's almost there. For some reason no matter how I paint the model, that bleak red in game stays the same. I changed vertex colouring and such, but nothing changes in game. I kinda lost here.
mr.rubinshtein
because there is no texture on top of it
mr.rubinshtein
vertex coloring is not a way to go when it comes to making textures
deep_wolf
Hm, you think I need to apply a texture then?