I am starting to understand a leetle bit more and I thought I would show off some comparison shots of a teapot model with a green light (from placeables.2da) next to it. Before I go on, I just wanted to underscore that the process that I wrote about creates a texture which is transparent to some degree. So some of the things below either involve coloring the transparent texture with an envmap or having something "under" it with a texture.
First, the "control" picture with the regular rock texture applied to a teapot. This is the picture I derived the normal map from, with no modifications or anything:
Here is that method I posted about in the previous two messages, except instead of using a sort of a square sphere map that I linked to, this is just a solid brown 64x64 envmap:
Notice how the green light "paints" the surface? I'll get to that a little bit later in the post.
But what if you didn't want a single-color surface and wanted bits of the original texture to show through? Well, just duplicate the model and texture it with your original texture or, as here, basically mimic the color of an envmap on a full-sized texture but with portions of the original bitmap "showing through". No need to change the scale of the models, as long as the model with the transparent texture is the child (hierarchy-wise) of the diffuse-textured one, it'll draw after the diffuse and the effect will composite correctly. This is what that looks like:
Anyway, those are some screenshots of different techniques and what they look like. They are by no means all the different ways you can tweak this situation, just the ones I thought of and had time to do this evening.
On to more general things: So what tricks are responsible for these looking like they have more depth? Part of it is definitely how the textures are put together. By copying the Red into Alpha and Green into the other channels, you basically wind up with an 8-bit image...with an alpha layer. How the alpha and the grayscale in the texture interact is definitely a part of it. But the following phenomena also seems to be partly at play:
The way light "paints" a transparent model. Or, I should say, at least the models I've set myself up with. I have to determine if there's something special I'm doing, model-wise. Anyway, that's me standing in the center of a big sphere model with a transparent texture (using the technique I outlined above) with a placeables.2da light above it and in an Interior, Torch-Lit only environment. Notice how where the light hits it, it becomes opaque? If I were to pull out my torch model and walk outside the sphere, that whole side would go from being transparent to opaque- and be the color of whatever light my torch was putting off. Like I've said, I've seen this before and not paid too much attention to it but there might be something Interestingâ„¢ going on. I'm not so sure there is. I'm pretty sure there isn't. But there might be. If there was, it would be something where a light calculation was treating that surface as though they were surface normals. I really don't think that's the case. Howwwwwever...see the buttons above and the radial pleats they have? In this video you can see the pleats apparently appear and disappear when I move my camera around. Only the first 25-30 seconds are worth watching.
I'm not sure what's up with that.