A texture converter tool used to bake the glow-intensity into the alpha channel of the resulting texture image file. Made for the indie game NO EDGE (Danbias), http://noedge.nerdcavestudio.com/
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README.md

Texture Converter - Manual

Bakes together 2 images into the resulting image RGB=(A:rgb) + A=(B:avg(rgb))

Usage

In windows explorer, select 2 images and drag&drop them onto the executable. When selecting, make sure to select the RGB source image first.

What it does

Takes the RGB channels from image B. Calculates the greyscale of them, ie averages them into one value. The final image exported has the RGB-values from image A, and as its alpha value is the calculated greyscale value of image B. In short: RGB=(A:rgb) A=(B:avg(rgb))

Why?

In the current version of the Oyster rendering engine there is no support for transparent objects, aside from particles. This makes the alpha-channel of the diffuse texture redundant. We made the design choice to use that free alpha channel to store our glow-factor. The same goes for our normal map, we use the alpha value slot to store our specular factor. The specular light factor has been reduced to one value; as opposed to two values.

MADE FOR the indie game NO EDGE, http://noedge.nerdcavestudio.com/