Some texture discoverys

I tried to get some dev input on how they created the fx on some of the textures like chrome, and received no reply so i experimented on my own, and made some startling discovery's.

Well i was playing around today with some of the texture files and discovered this literally by accident. I thought it was in layers in the dds that created the fx, but it is in fact the color channels that all this information is stored. I figured out the "-da" texture is a light map of some sort. It is a light map, but it is also MUCH more, and it is the most important texture next to the color "-cl" texture.

The "-nm" texture is your basic normal map, and should be pretty self explanatory. Its a bump map.

The specular information is in the alpha channel on the "-cl" texture. The brighter areas are the alpha channel, the more "shine" a surface will have. It is what gives ships that "metallic" look.

Now for the "-da" texture. 1st i assumed it was a colored light map, but when i painted on the texture wierd things started happening when i tested it in game. So i looked at the RGB channels, and figured out these things.

The RED channel in the -da texture is the team color. Whatever you paint "red" will show up as whatever team color is picked. Example i filled the entire red channel of the -da texture and this was my result


Oh, it gets better. The GREEN channel in the -da texture is the actual luminosity map (areas of a ship that are lit up). another experiment i gave the kol a glowing team colored engine without the trail using the RED, and GREEN channel on the -da texture.


Im not done yet You want "Chrome"? You got it! Its in the BLUE channel, and the BLUE channel is what gives reflective surfaces. I always wanted a chrone plated ship. The pic doesn't do it justice. You have to move the camera around to see the full effect


OK for the finalle we still have an alpha channel in the -da texture. I thought thats exactly what it was. An ALPHA channel meaning transparency. At 1st so i tried to create a transparent kol. Nope not gonna happen, but i did make something almost better.. A Ghostly glow! Yup, Bloom! The alpha channel on the -da file is the bloom lighting effect.
heres the kol turned into a ghost ship.


I don't think sins uses transparent textures. I haven't seen anything that uses them yet.

I hope this helps aspiring modders of sins with their planning of textures for their models
14,612 views 14 replies
Reply #1 Top
Cool great find, after what you told in irc, you have been looking for that, for a long time

A question to what you discovered, can this be used to make the ships look better in some way? i mean increasing the anti-aliasing, texture filtering, anisotropic or what ever its called, as i do not know much about this stuff
Reply #2 Top
This is for the actual texturing fx on the models themselves like creating chrome plated parts, or sections that you want to show team colors, or lighted areas. etc. etc. If you want fsaa, filtering, and whatnot i suggest a better video card. tho my gf-6600gt has no issues running sins with full settings
Reply #3 Top
That last picture made my eyes hurt , too bright!
Reply #4 Top

This is for the actual texturing fx on the models themselves like creating chrome plated parts, or sections that you want to show team colors, or lighted areas. etc. etc. If you want fsaa, filtering, and whatnot i suggest a better video card. tho my gf-6600gt has no issues running sins with full settings


oh but im on a GTX8800 768mb and it looks the same as my old 7800gs+ 512mb agp. max setting on both.

I was just woundering if some of thoughs settings would change anything
Reply #5 Top
Multi , was the new card worth it? I am still using my 7800gt and the game seems just as pretty as if it was running on a 8800gtx...
Reply #6 Top
Wow!! Excellent find to be sure. This should be put into a modding faq.

Speaking of which is anyone working on one? Given that the release date has been pushed back we have a good opportunity to develop some really amazing resources for the community over the next few months.
Reply #7 Top

Multi , was the new card worth it? I am still using my 7800gt and the game seems just as pretty as if it was running on a 8800gtx...


for sins? then no, but for other games like stalker and supcom it sure is. Buuut supcom could use two of them lol, so ill have so save up for another one (SLI)
Reply #8 Top
Hmm, the "ghostly glow" in the last pic reminds me of the shiny asteroids that the ATI people have been reporting. Just out of curiosity, Major Stress, do you have an ATI or something else?
Reply #9 Top
Ill write up a more detailed tutorial of what each texture does, and how to edit the channels in photoshop, or paint shop pro later. Im still trying things out, and making sure of what is supposed to do what.

I said earlier i am using a GF-6600gt which is nvidia. I gave up on ATI a long time ago, because of issues with radion cards not rendering specular fx, or shadows at all. I am not sure, but it sounds like ATI still has some issues rendering weird artifacts. Granted my nvidia card is an old card. Hell my whole system is old, but it still can play most games with little to no issues. Except the most recent games like SupCom which my poor puter begs for mercy when i play that game
Reply #10 Top
@MS- That is great. I look forward to reading it.
Reply #11 Top
Nice find! This will be helpful later on. Glad you found the solution to your problems too; I had no idea how they made the chrome either. :/
Reply #12 Top
I'm wondering if this could fix the glowing asteroid planet problem for Ati cards. They glow just like the ship you showed.
Reply #13 Top
The glowing asteroid problem is a hardware issue with ATI. However if you are handy with photoshop you could just eliminate the alpha channels in all the asteroids. Just open the asteroid textures with "-cl" and "-da" at the ends of the name, and fill the alpha channel in with black. Then resave the texture. The alpha in the "-cl" is used for specular highlights. While the alpha in the "-da" is used for bloom. Try it with 1 texture, and check the results.

Before you try this... Make sure to BACK UP YOUR ORIGINAL TEXTURES FIRST!! If you do not make back ups the changes you make will be PERMINENT, and if you screw it up you will have to uninstall, re-download the beta, and install it again to fix it.
Reply #14 Top
The glowing asteroid problem is a hardware issue with ATI. However if you are handy with photoshop you could just eliminate the alpha channels in all the asteroids. Just open the asteroid textures with "-cl" and "-da" at the ends of the name, and fill the alpha channel in with black. Then resave the texture. The alpha in the "-cl" is used for specular highlights. While the alpha in the "-da" is used for bloom. Try it with 1 texture, and check the results.

Before you try this... Make sure to BACK UP YOUR ORIGINAL TEXTURES FIRST!! If you do not make back ups the changes you make will be PERMINENT, and if you screw it up you will have to uninstall, re-download the beta, and install it again to fix it.


ya, would be nice, but that's not the problem. The Asteroid DA maps arn't used on the shiny asteroids. It's a hardware issue, not texture. I've looked into it already. The asteroid DA maps are used only for the resource asteroids.