My testing mesh and screen:
![Image](https://i.imgur.com/AoBQ1bR.png)
https://drive.google.com/open?id=1qE6Ol ... 53kUttYNRQ
Even now things are not so sad: it definitely support not only value but and colour too.AnyOldName3 wrote: ↑03 May 2018, 20:32 A detail map as far as Morrowind is concerned is just a texture with some dark bits and the dark bits make the object darker by multiplying the base colour by the texture value (exactly the same as the dark map).
And now really sad news. Even without shadow and envinronment maps you need eleven slots per material:AnyOldName3 wrote: ↑03 May 2018, 20:32 We're also limited to eight texture slots per object, including shadow maps, as long as we need to support old OpenGL versions. Hopefully, post-1.0, we'll have a big overhaul of how materials and shading are handled, and suddenly, everything anyone could ever want will be supported.
2/3: I'm not sure any meshes use both the dark and detail map as the maths involved is nearly identical, so they produce the same effect.1) diffuse/base
2) dark
3) detail
4) gloss
5) glow
6) bump
7) normal ( yes, vanilla engine allows us to have both of them. Don't try it, honestly, but there are separate slots for them in the nif shader.)
8) decal 0
9) decal 1
10) decal 2
11) decal 3 (though I didn't see more then 2 decals even on meshes from mods)
Any reason not to just use the Normal Maps blue channel for the parallax height information? Normal maps can be assumed to have their height channel set at 0.5 or 127. Further, it'd allow the the alpha channel to store other relevant information, perhaps something like porousness or metalness.AnyOldName3 wrote: ↑04 May 2018, 13:17 f: Normal. Modulates surface normals to make lighting and environment reflection look better. Alpha channel is the height used for parallax, if enabled.