For one, I don't have lighting at all in my level. Models are practically unaffected by them. I've played with some of the values but didn't get anywhere. Here's what I have it at this moment:

Code:

var detail_size=4;
bmap detailmap = <roughnessstep2.tga>;

function BG_roughness()
{
bmap_to_mipmap(mtl.Skin1);

// Adjust the scale of the textures
mtl.matrix11 = float(18); // default u scale
mtl.matrix22 = float(18); // default v scale
}

material roughness
{
/*
ambient_blue = 255;
ambient_green = 255;
ambient_red = 255;
emissive_blue = 0;
emissive_green = 0;
emissive_red = 0;
diffuse_blue = 0;
diffuse_green = 0;
diffuse_red = 0;
albedo = 50;
alpha = 100;
specular_blue = 0;
specular_green = 0;
specular_red = 0;
power = 0;
*/

skin1=detailmap;
event = BG_roughness;
effect =
"
matrix matMtl;
texture entSkin1; // Your big skin tex
texture mtlSkin1; // A detailmap

technique add_roughness
{
pass P0
{
lighting=false;//false;
ditherenable=true;
zwriteenable=true;
zenable=true;

alphablendenable=true;
Texture[0] = <entSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

TextureTransformflags[0] = disable;
texcoordindex[0]=0;

ColorArg1[0] = Texture;
ColorOp[0] = modulate;//2x;
ColorArg2[0]=Diffuse;

Texture[1] = <mtlSkin1>;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;

ColorOp[1]=addsigned;
ColorArg1[1]=Texture;
ColorArg2[1]=Current;
// AlphaOp[1] = Disable; // this might be the cause to the problem

TextureTransformFlags[1] = Count2;
TextureTransform[1] = <matMtl>;
texcoordindex[1]=1;

// colorop[2]=disable;
// alphaop[2]=disable; // as well as this
}
}
";
}



Having it like this gives the half transparent effect, but no detail or anything.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials