do you need a bump
map for the effects?
To be honest, I don't know whether you "need" the bump map. It just happens that, that's how this particular model was set up before I started experimenting with it.
On the chance that it might be helpful, I've done some more experimenting and can go through the basic steps I've tried. The model uses tbumpenv with a main texture and a bump file (or a "normal" file on other models?) which you can see in IME editor. The only thing I have adjusted in these tests is the bump file.
On the original model, the bump.bump.texture file was:
Primary=bump.tga
Alpha=bump.tga
Tile=st
NormalMapHint=normalmap
and it looks like this:
Next, I made a direct copy of the bump file and renamed it "bump1" and amended the text to:
Primary=bump.tga
Alpha=bump1.tga
Tile=st
NormalMapHint=normalmap
and it looked like this:
Straight away the colours are richer and it has a nice sheen to it.
Next, I converted the new bump1 file to greyscale, with the same text as above, and it looks like this:
Edit: It's a bit hard to tell in this shot, but it is shinier than the previous one in-game.
Next, I changed the text file to:
Primary=bump.tga
Alpha=bump1.tga
Tile=st
AlphaHint=semitransparent
and this is the reult:
No real change to be honest.
I then lightened the grey-scale bump1 file and got this:
More shine and pretty close to the model I ended up with before.
For completeness, this is the model I did before. I did play with the shine value in ime editor, but I don't know that it's much different to the one above, which was just the lightened, grey-scale bump1 file (which I also did on my version below).
I hope this helps anyone else who might want to muck around with these aspects of a model.
Cheers,
Piere.