Helmet_envmap trouble

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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CdtFox
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Helmet_envmap trouble

Post by CdtFox »

Hey there GT,

I've added a simple visor to the stock tantiv4 rebel soldier, however after testing in-game I noticed that the helmet was way too bright. We can clearly recognize the shipped envmap.
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Image
I have no idea how it appears. I've checked the rendertype and it uses stock values. I remember Delta having the same issue with CommanderAwesome's honor guard. I don't know how he fixed it.

Any idea? :)
Marth8880
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Re: Helmet_envmap trouble

Post by Marth8880 »

The material's Specular Color and Specular Decay affect the look of the envmap. Try messing around with those values.
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Ginev
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Re: Helmet_envmap trouble

Post by Ginev »

The specular decay can stay on 100.Put the Specular color to let say 500 or 600 and it will look shiny enough but not too bright at the same time.And when i say this i mean in XSI/ZeTools to do this :D
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