Hank, on 11 June 2011 - 06:39 PM, said:
Then perhaps someone can answer my simple question here
http://forums.duke4....dpost__p__94039
and we can fine tune the specular thingy, it's simple with Gimp but not easy.
@ Daniel - parallax work the same as high/bump maps in id Tech 4. Maya uses bump maps today; that technology is here to stay - methinks

I forgot, while I'm in such a good mood, UDK is worst piece of shit to work with when it comes to make it look half decent.
its because UDK (unreal engine 3.0+) using only cheapest parallax (parallax with offset limiting...) i hate it too, its not much usable for more aggressive use actually parallax has no future we got tessellation now

what i dont understand is this:
"parallax work the same as high/bump maps in id Tech 4. Maya uses bump maps today; that technology is here to stay - methinks"
i know how parallax work and know what is difference between bumps, displacement, normals and parallax and for purposes they are used but i dont know how make for dnd3D polymer "material" texture with diffuse + specular + normal map (small details) + parallax (for larger details) i think that parallax isnt so expensive (isnt so good) in duke3D to use for finest or smallest details its creating ugly surfaces for such micro-scale use so i want use parallax only for larger details like (rims, screws,larger pothole..) and normal map for even smaller details but without parallax effect (scratches, dust particles...).
For exaple 0815.png texture i want normal maps details but eliminate parallax details.. because ingame this texture look f*cked with parallax. (its not smooth enough for road but i need normalmaps for emulating small marbles which is totally crazy do with so inaccurate parallax like in Duke3D.
i actually never seen in any game accurate parallax which is closer to DirectX demos (its too performance expensive))
PS: so i have solved issue for 0815_n.png by parallaxscale 0.000 but still it would be nice to have extra channel input for parallax