Sinister Spoon
The "illumination" shaders are easy. If you look into your effects
folder you will find two named "illuminationent"(for dynamic entities) and one "illuminationmap"(for static entities) There are
a second set of these shaders in the ps_2_0 folder(they are updated shaders,newer versions) Here is the instructions for illumination..
You're going to need to make an "I" texture, and assign the effect "illuminationent" if its dynamic,or "illuminationmap" if its static
To make an "I" texutre just load up the D2 texture in Gimp or a similar program, fill in everything absolute black except the part of texture you to be illuminated.
You can up the contrast and brightness if needed. It doesnt have to be white, but should be bright
Take a look at one of the "lamps or lights" in the ww2 folder.
Navigate in the texture folder till you find it. There are only two
textures. D2.dds & I.dds The I.dds is for the illumination.
Take any prefab, add a ww2 light to a wall, add illuminationmap(static) shader. With no lights it will glow in the dark.
Quote: "For S I just desaturate and then for N i just normal map the desaturated image. Is that correct? "
Pretty much, yes. But the "specular" map is very important
if you want a really good look on your entity. Here are two links
that will help a lot! First from "Bootlicker"
http://forum.thegamecreators.com/?m=forum_view&t=187966&b=24
Second from Bond1, watch when he goes into detail on the specular map. It's important if you want your model textures to stand out.
https://www.youtube.com/watch?v=5Gqp4bNJ52M
My games never have bugs. They just develop random features..
Lots and lots of random features...