Difference between revisions of "Sims 3:0x00B2D882"
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− | The Multiplier | + | The Multiplier controls the brightness of applied patterns. It is a greyscale image where darker grey is used to suggest shadowy areas, brighter grey for lighter, like the top of ledges. An alpha channel can be used for semi-transparency when the shader supports it. Most shaders support a complete cutout when the alpha channel pixel is black. The rgb channels are used together to provide the grey scale. |
*Save as DXT5 if you need alpha channel transparency, else DXT1 without alpha channel. | *Save as DXT5 if you need alpha channel transparency, else DXT1 without alpha channel. |
Revision as of 17:23, 14 November 2013
Modding Reference by Category | |
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Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |
IMG | ||
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TypeID: | 0x00B2D882 | |
Game Version: | The Sims 3 |
Overview
The dds image file controls texturing and shading, shininess, and adds details as overlays and is saved in DXT format. For more information about DXT see S3 Texture Compression
Multiplier
The Multiplier controls the brightness of applied patterns. It is a greyscale image where darker grey is used to suggest shadowy areas, brighter grey for lighter, like the top of ledges. An alpha channel can be used for semi-transparency when the shader supports it. Most shaders support a complete cutout when the alpha channel pixel is black. The rgb channels are used together to provide the grey scale.
- Save as DXT5 if you need alpha channel transparency, else DXT1 without alpha channel.
Specular
The Specular controls overall shininess of object. The amount of shine is controlled by the alpha channel. The whiter the pixel, the shinier that area. Black alpha means no shine, white alpha means glaring shine. Color in color channels influences color of shine.
Shine of the specular is not a true reflection, nor is it actual light being reflected or emitted. It is a type of graphic effect.
Some shaders do not support specular at all, and some objects don't even have a specular compositor, so you'd waste your time making a specular image.
- Save as DXT5
Mask
The Mask controls how patterns are applied to an object using color to define 3 seperate channels.
Red = patternA, Green = patternB, Blue = patternC.
An alpha channel is used for patternD (4th channel) when there is one.
For each channel, its pattern will show up to some extent anywhere the pixel is not pure black. The usual is to have the pixel either completely black or completely white for any individual channel. Variations can be used to interesting effect for those objects that support it. (depends on TXTC)
Some objects are set up so that the channels can blend together where they overlap, ie. where the color applied is not pure red, pure blue, or pure green. For those that are not set that way, alpha overlays blue, blue overlays green, green overlays red.
- Save as DXT5 if the object has 4 patterns, otherwise as DXT1
Overlay
This has textures that are not CASTable and they will always remain on top of any patterns applied to your mesh. This is used to add details for smaller areas that don't necessarily benefit from being CASTable or where you want a static image such as a tattoo or stencil type image. The overlay has an alpha that allows the transparency, black is transparent and white is where your texture details are.
- This file is saved as DXT3 | explicit alpha with the alpha layer black for areas with no texture and white with areas with the texture.
Modding Reference by Category | |
---|---|
Sims 3 :DBPF | File Types | RCOL(Scene) | Catalog Resource | String Table | Key Table | TS3 Programmer's Reference |