Toribash
Original Post
Specular texture items with Toribash Next
Specular maps would allow artists to define a material or texture a lot more. A specular map decides what part of the object that should shine whenever a light is pointed towards it. Could be useful for robot sets, sets with small details made out of a shiny material, shiny eyes or glossy lips etc. It will definately be possible with the new engine.

Discuss.
I would make suggestion for not only specular, but all the textures
for meshes in unity engine.
this includes:
-normal maps
-specular maps
-diffuse maps
-skyboxes
-lightmap
-maybe some more
Originally Posted by dengue View Post
I would make suggestion for not only specular, but all the textures
for meshes in unity engine.
this includes:
-normal maps
-specular maps
-diffuse maps
-skyboxes
-lightmap
-maybe some more

I definately agree, but wouldn't skyboxes replace shaders in a way?
Originally Posted by Hypersaint View Post
I definately agree, but wouldn't skyboxes replace shaders in a way?

Essentially "shader textures" lol

-normal maps

Would love to see these, but mostly because it would give 3d modellers a serious advantage hehe. A normal map isnt really something you can do easily with a 2d program, and almost certainly not by hand. Would be better than bumpmaps though, even from 2d sources (i remember gimp had a normal map filter plugin you could download).

-specular maps

Already mentioned, my vote for single best possible texture.

-diffuse maps

Ashamed to admit, don't know much about diffuse maps...

-skyboxes

If this were coupled with lightmaps and could achieve something similar to global illumination, that would be incredible. idk how unity works though, or any game engine tbf.

-lightmap

I would say this is a close followup to specular textures, especially if the light was dynamic and affected the tori's surroundings/other tori/uke. So many cool things could be done with light.


The biggest issue though is, and ill admit idk WHY it is this way, but a big issue for TB has ALWAYS been server space or load times or something. while all these textures would be cool, unless TB Next solves those problems then it would be the same as the 512 bumpmaps we'll never see.

Take all of this with a grain of salt, I don't really know a damn thing.

Originally Posted by Deridor View Post

-diffuse maps

Ashamed to admit, don't know much about diffuse maps...

Diffuse Maps are the colors of the mesh,
it is all you see in toribash textures.
--------

Originally Posted by Hypersaint View Post
I definately agree, but wouldn't skyboxes replace shaders in a way?

Originally Posted by Deridor View Post


-skyboxes

If this were coupled with lightmaps and could achieve something similar to global illumination, that would be incredible. idk how unity works though, or any game engine tbf.

these would be great if shaders created adds the skyboxes automatically,
I know the engine and see this as complex feature,
but allowing to set skyboxes would make reflection of objects available,
wich would make possible materials, such as plastic and chrome metal.

-----
I would add with this:

-Visibility
-Emission
-Metalic
-Refraction (if it is not too expensive on hardware)
Last edited by dengue; Jan 6, 2018 at 02:34 AM.
Originally Posted by Deridor View Post
-normal maps

Would love to see these, but mostly because it would give 3d modellers a serious advantage hehe. A normal map isnt really something you can do easily with a 2d program, and almost certainly not by hand. Would be better than bumpmaps though, even from 2d sources (i remember gimp had a normal map filter plugin you could download).

TB already has those, it's what Bumpmap items actually are.

<Erf> SkulFuk: gf just made a toilet sniffing joke at me
<Erf> i think
<Erf> i think i hate you
Originally Posted by SkulFuk View Post
TB already has those, it's what Bumpmap items actually are.

The toribash current normal maps arent like a real normal map, it just adds shadows and not gives impression of forms in 3d meshes.

See a unity normal map in meshes and you will get the difference.

What would help a lot is if the Toribash next was more anatomic, wich would give more liberty for those who can make normal maps.
I like the idea of being able to choose how much light is reflected.
So a robot set would be shinier
and a ninja set would be matte.

Here's one way to do it:
Let's assume 0 is the most matte and 5 is the shiniest.
The default texture should be a number 3
With 4 items you can buy on the store, which change the amount of light your set reflects.
You can't fight change. You can't fight nature.
Originally Posted by Mafia View Post
I like the idea of being able to choose how much light is reflected.
So a robot set would be shinier
and a ninja set would be matte.

Here's one way to do it:
Let's assume 0 is the most matte and 5 is the shiniest.
The default texture should be a number 3
With 4 items you can buy on the store, which change the amount of light your set reflects.

No the technology is already in front of our eyes and it's called specular map. It works like bumpmaps and other maps. You apply a texture to an object and the engine will treat it as a specular map. Unity supports specular maps from the beginning so implementing it is no more than simply making the decision. No need to make it less or more complicated.
Originally Posted by Hypersaint View Post
No the technology is already in front of our eyes and it's called specular map. It works like bumpmaps and other maps. You apply a texture to an object and the engine will treat it as a specular map. Unity supports specular maps from the beginning so implementing it is no more than simply making the decision. No need to make it less or more complicated.

Ah, I didn't know about that.
It could be done either way. Depends on if the staff think is better.

Improving the game while sinking TC but for a bit of extra effort.
Or
Improving the game for the sake of improvement, with less effort.
You can't fight change. You can't fight nature.
Hypersaint: no need in bumping this thread when there's clearly nothing else to say about it.