Difference between revisions of "Sims 3:0x00B2D882"
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[[Image:EllaMeshTutorial_65.png|right|250px]] | [[Image:EllaMeshTutorial_65.png|right|250px]] | ||
− | + | 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. | |
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+ | 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. | ||
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+ | 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. | ||
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+ | *Save as DXT5 | ||
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<br clear="all"/> | <br clear="all"/> |
Revision as of 11:04, 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 adds shading and details to meshes. It is a greyscale image with an alpha channel. The lighter gray will lighten the patterns used while darker grey to black will darken the patterns used.
- In clothing it is used to add fabric wrinkles and seams
- In objects it is used to add shading to corners
- In build items it is used to add architectural details
- This file is saved as DXT3 | explicit alpha with the alpha layer white.
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 has four channels (RGBA) that define the three CASTable channels. Some objects have a fourth CASTable channel which is acheived by having the certain areas span more than one channel.
When viewing the channels in your graphics program the color will be applied to areas that are white while the black area will be transparent for that channel. You can also create a fourth channel by having the white areas overlap on two channels.
- This file is saved as DXT3 | explicit alpha.
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 |