From c39459c670a83364431841d8cdb666dba4645154 Mon Sep 17 00:00:00 2001 From: Fredrick Johansson Date: Sat, 10 May 2014 11:43:17 +0200 Subject: [PATCH] Update README.md --- README.md | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 453ad20..9e6b741 100644 --- a/README.md +++ b/README.md @@ -1,12 +1,14 @@ Texture Converter - Manual ========================= -Bakes together 2 images into the resulting image RGB=(A:rgb) + A=(B:avg(rgb)) ------------------ +*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. @@ -15,6 +17,7 @@ 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.