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/