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Texture Converter - Manual
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Texture Converter - Manual
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=========================
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=========================
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Bakes together 2 images into the resulting image RGB=(A:rgb) + A=(B:avg(rgb))
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*Bakes together 2 images into the resulting image RGB=(A:rgb) + A=(B:avg(rgb))*
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**Usage**
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**Usage**
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In windows explorer, select 2 images and drag&drop them onto the executable.
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In windows explorer, select 2 images and drag&drop them onto the executable.
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When selecting, make sure to select the RGB source image first.
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When selecting, make sure to select the RGB source image first.
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**What it does**
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**What it does**
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Takes the RGB channels from image B.
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Takes the RGB channels from image B.
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Calculates the greyscale of them, ie averages them into one value.
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Calculates the greyscale of them, ie averages them into one value.
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The final image exported has the RGB-values from image A, and as its alpha value is the calculated greyscale value of image B.
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The final image exported has the RGB-values from image A, and as its alpha value is the calculated greyscale value of image B.
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A=(B:avg(rgb))
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A=(B:avg(rgb))
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**Why?**
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**Why?**
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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.
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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.
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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.
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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.
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