NaN Wrote:Forget about the separate mesh the glow could be done using an additive texture.
i was totally thinking the next thing would be a separate rotor mesh. a separate mesh allows geometric scaling of the mesh independent of the wheel's edge. this is sort of essential to accurately generate a mesh for lots of rear wheel rotors, which are usually smaller than the front ones. also allows us to swap textures when upgrading to ceramic rotors which would be cool too.
thinking we'll need to figure out, at some point, wheel offset and caliper clearance.
Quote:Right now we have a material texture(surface properties), a diffuse texture with transparency. Object color with alpha to adjust whole object transparency (and color?). There is the diffuse color, vertex color blending hack. And then there are up to two additive maps that are not influenced by lighting.
i've been thinking a little bit about materials. i wonder how exactly they did tint maps in the neverwinter nights games. i've never been a big fan of the additive maps for lights. i've always felt billboards are the way to go there.
i have, for a while, been thinking that some kind of micro textures would be good. mostly for cars with metallic/pearl-coats, and also specular highlights on roads. like a setup where each micro texture is a tile-able 64x64 texture (maybe grayscale) it gets applied as well as the regular texture but the tmu that handles the micro coordinates multiplies them all by 10 or 100 or something.