User talk:Gabo Huerta

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Building lightmaps

Hi, I noticed there was some confusion and some ill advice on the forums regarding the lightmaps and the reflection effect on the buildings.

The lightmap alpha (transparency) channel controls the amount of reflection

(full transparency (alpha=0.0) == no reflection/ no transparency (alpha=1.0) == full reflection).

When saving files with transparency there is an option to keep colour values for transparent pixels, thus even if a pixel will be completely transparent it will still hold the colour you've assigned. This option is very useful for the lightmap case, as you can paint the pixels whichever colour you want them to be when lit, but still be completely transparent and not generate any reflection.

The correct solution (as opposed to the one suggested on the forums of editing the effect and possibly breaking stuff), would be to mask out the non-glass parts of the building in the alpha channel of the ligtmap texture.

That's why it appears as if only the 'black' parts of the default texture are reflective.

I4dnf (talk) 11:01, 15 October 2013 (UTC)

Thank you, you're right it seems that the original lightmap function works that way so i'm going to re edit the lightmap new textures
This unsigned comment was added by Gabo Huerta (Talk | contribs) 01:13, 16 October 2013‎ (UTC)