RGB - the normal graphics
A - Team colours. White means full team color. Black is none.
R - Specular (how bright the shine points are)
G - Luminosity (how bright the overall texture is, regardless of shine angles)
B - Reflective/chrome (how reflective the textures are)
A - Bloom (should be black, areas that are white will glow in darkness, grey areas less so)
RGB greyscale bump map, where white is raised areas and black is lowered.
A - copy the R channel here.
Posted: 3-Sep-2009 4:32pm