(09-23-2011, 10:18 AM)Acies Wrote: [ -> ] (09-22-2011, 08:06 PM)Homicide13 Wrote: [ -> ] (09-22-2011, 02:56 PM)Acies Wrote: [ -> ]I think you should use the "soliddiffuse" setting instead of decal too
It depends on what he's trying to do. If he's trying to texture an entity or something than yes. If it's a decal texture, then no. He never really explained.
To my understanding it was a floor, which is a plane - which should have a soliddiffuse.
Indeed, in which case he should set the physics material to whatever type of floor it is, set the blend mode to add, and have four different images: diffuse, nmap, specular and height. ^^
I used soliddiffuse, alpha, and just diffuse, and this is how it looks ingame now. When i tried with Nmap the texture got dark. [
attachment=2005]
You have to use special textures for nmap, specular, and height. I'm not exactly sure what they do but it has something to do with the alpha level on the plane (things such as glare, wetness effects, etc).
(09-23-2011, 03:56 PM)Homicide13 Wrote: [ -> ]You have to use special textures for nmap, specular, and height. I'm not exactly sure what they do but it has something to do with the alpha level on the plane (things such as glare, wetness effects, etc).
Well you can get a normal map generator, Nmaps make bumps, specular provides a colour to the surface of a texture when light hits it, height map defines the Nmap.
Why thank you Saffire.
And just to clarify, you CAN make a texture with just the diffuse, but it will be dull in comparison to the other planes.