Ok, we've all figured out modeling, exporting, blueprints, and scripts
What seems to be the brick wall is making custom textures for new units (at least for me). Well NOT any more! I couldn't find the info anywhere so i spent today figuring it out. here is the skinny on textures in SC.
3 main files
albedo.dds specTeam.dds normalsTS.dds
Here are descriptions of each texture map and how they work.
RGB Channels (colors) = colors (the diffuse texture / colormap) what it looks like
alpha = does nothing? didn't seem to change anything yet all their textures use this alpha in the black areas? still working on it
--specteam-- A big one! does a lot more than first thought
red = reflection - adding red makes the surface reflect (think aeon)
green = SPECULARITY and GLOSSINESS seems to be BOTH specularity (how much color (white usually) the shine matches it's source) and glossiness (how HIGH and TIGHT or how small the reflected light spot and crisp it's edges) and they are not able to be controlled separately which is ok since they usually go hand and hand
blue = bloom glow white (adds the nice glowing effect if you have bloom glow render on) this channel is much much more sensitive than the others, at a value of around 40, the effect is at 100%, if you want a more subtle glow use very small #'s like 10-25.
yellow = (red + green) shiny and reflective, good for metal
cyan = (blue + green) glowing and shiny, hard to tell because glow covers up shine
magenta = (blue + red) glowing and reflective, cool if used lightly
white = all 3 (red + green + blue) not really useful
black = none 3 (no red, no green, no blue) good for matte surfaces
alpha = teamcolors
--normalsTS-- TS stands for tangent space
Tangent space normal maps in greyscale
Converting your "normal" normal maps (RGB) into SUPCOM normal maps is easy!
Also you can use this program
made by tpapp
This tutorial is for Photoshop
to get the original "normal" normal map i used Nvidia normal map plugin which is free and it takes (ironically) black and white "height" or bump maps and makes them into normal maps (though not as good as ones generated by 3d software)
After you have a "normal" normal map (RGB) follow these instructions
go into the Channels tab - right next to the layers tab
select the Red channel - "layer" named Red
Ctrl+A select all -
Ctrl+C copy -
create a new alpha - the "newpage" button at the bottom of the channels window
select the new alpha - should be named "Alpha 1"
Ctrl+V paste - pasting the red channel into an alpha
select the Green channel -
Ctrl+A, Ctrl+C -
select the RGB channel -
red goes to ALPHA - green to RGB
If you forget, the Alpha deals with left to right changes or U (horizontal)
the RGB deals with top to bottom changes or V (vertical)
I did my best to describe the textures, some of this might be wrong as it is only my observations.
Please correct me if you find something missing or invalid.
Good luck texturing everyone!
Screen shot of the demo test that i have included in a zip here
*note* the reason this brick box looks so bland is the texture is incredibly bland! But i need to use a simple texture to make sure all of the parts work. This method works just a good on highly detailed textures and looks much better. (uhh . . look at the game for examples!)