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Originally Posted by Serval
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I think my idea will be power consuming.
But what I sometimes wish for is some kind of mapping that allows you to tell exactly what should be glossy/shining and what should be matt.
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You could have a second map that conatins the, roughly speaking, glossiness. This would use the same mapping as the original map, IOW if the aileron is on the lower left in the "main" skin, it is also in the "glossiness" skin. If I guess correctly, this is how MSFS/CS does it. You probably only need 8 bit instead of 32, so it should be smaller in memory and maybe you can even get away with lower res?
Unfortunately, we are on the very limit for 64MB cards. So,these maps would probably have to be omitted for them. With 128MB there is some space left and with 256 ones a lot.
Alternatively, one could think of a way for the skinner to say which object has which material attributes, say aileron is linen and wing metal.