No, you can't have a coloured spec if you need to store it in the alpha. Paint the grayscale spec map, get it looking right, then just create an alpha channel for the diffuse and paste the spec map in.
Yeah spec is really important. If you don't use spec, your normal is pretty much wasted. Also before the days where spec was used in games, you would paint the spec highlights right onto the texture. This would define different material types and make models pop more.
[ QUOTE ] Also you could try lying about your specs, since I'm 99% sure that the specs you listed there will run the Beta. [/ QUOTE ]lying about your specs will only work if you haven't entered your real specs before, if you did it will keep saying it's insufficient to play the game. this can be easily fixed by deleting…
what specs.... They`ve said jack shit about specs, besides that it wont be using bluray, but rather their own developed format, flash memory inside, and an IBM processory. Thats about it. No real specs there.
Do spec maps still work the same or does it change. Ue4 has spec maps so this is kinda confusing. Do I still have to account for conservation of energy on the spec and gloss maps?