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Post by Rancor022 on May 27, 2020 1:33:39 GMT
What do the letters at the end of the texture names mean (e.g. "C" or "S")? The letters at the end of the texture names represent they type of texture they are. Following is a list of common letters and what they stand for: A = Alpha / Transparency AO = Ambient Occlusion C = Color / Diffuse CA = Color with transparency E/EM = Emissive / Luminance M = Metalness N = Normal Map R = Roughness S = Specular / Smoothness SSS = Subsurface Scattering W = Weathering Map H = Height Map SL = Slice Map
Why are the textures on some models not applying properly? Are they broken? No, they are not broken or corrupted. Ship, vehicle and weapon models often contain two separate UV channels. The default normal map (simply labelled "N") must be applied to UV1, while all of the remaining textures must be applied to UV2. If however you can only work with one UV channel, simply delete UV1 and apply all of the textures to UV2; if you do this however, be sure to used the normal maps in my archive labelled "fixed" if available, which have already been re-baked to UV2 for your convenience.
Can animations for character models be extracted? The short answer is, no. Technically it is possible, however not many people have been able to figure it out yet. Frosty currently does not support animation extraction.
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