And which one(s) is/are hidden in the alpha channel(s) of which texture(s). Thanks. FWIW a link to a wiki page is fine, I just need the information.
TR
And which one(s) is/are hidden in the alpha channel(s) of which texture(s). Thanks. FWIW a link to a wiki page is fine, I just need the information.
TR
The alpha channel of the normal map supports a simplified specularity map, depending on the material settings. Otherwise it’s just albedo, emissive, and normal maps. For PBR mapped models, I often use a combination of the roughness and metalness textures to build the specularity.
Thanks. So there’s nothing hidden in the alpha of the albedo/diffuse or emissive/glow maps then. I did wonder if there was perhaps either a height map or an ambient occlusion map hidden under one of them.
FWIW, there’s a tip if you get an ao map on a way to emulate it on the Standard material inputs NwN EE wiki page.
TR
I’m not sure that the alpha layer on the emission map does anything.
The alpha on the diffuse map would be the opacity if the 8-bit transparency worked properly on the (non-f/x) NWN2 models.
I often use the black hues on the ambient occlusion maps as an overlay on the diffuse map, and to tweak the tint map transparency.