Hello
I'm facing a problem during the creation of my ward (the first thing i do for Dota2).
I create textures files like it is explained in Valve's requirements (xxx_color (24 bits (or 32 with opacity), xxx_normal (24bits), xxx_mask1 and xxx_mask2 (32bits, and checked for alpha not fully black), all in .tga and in the same folder.
Ingame :
There's absolutely no use of the _normal nor the specular in R channel of _mask2.
I know the size is 256 but in every other things which i render this (C4D, toolbag, Unity), the use of normal and spec are obvious. As you can see here, it's terribly flat
So, what i miss ? Is this the ingame import menu that makes strange things ?
a view of mask1 and mask2
thx for your knowledge, and sorry for my english :poly121:
item in workshop :
http://steamcommunity.com/sharedfiles/filedetails/?id=232125408
Replies
In fact, if you think about performance, maybe it's logic for ward.
So i do my final work on it, i know it's not perfect, but i have to do something else, i passed too much time on it because of the learn process and my job.
Anyway, if somebody has an answer to the problem, feel free to explain.
The last version of the ward
https://www.youtube.com/watch?v=QPU-BB34B_Q
http://steamcommunity.com/sharedfiles/filedetails/?id=232125408