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I did a few small tests today, to see how different material settings (ambient, difuse, specular, emissive) work together with textures. I did not test only the material as we know how that works
. Also note that I will be talking about the parameters as listed in the SDK, so they can be different in the GUI of GMax or FSDS3.
I found that changing the ambient and difusse colors has no effect at all. These are probably only used as a color for the polygon when the texture is not found. But none of these properties are mixed with the texture or so.
The emissive parameters do have an effect. If you set that color to white, the entire texture will light up at night. So this might be a nice alternative to a night texture, if you want to make an entire polygon lighted.
The specular parameters don't seem to have much influence either. Only if you use a power parameter that is different from 0.0 the colors change (looks like a kind of contrast change, but I don't get the purpose of it yet).
So to make a conclusion, only the emissive value has an influence if you use a texture on the polygon and this can be a nice alternative to night textures. All other parameters seem to be skipped, so adding reflection like this does not really work.
Forgot to mention that the transparancy setting in the diffuse color does also work of course. So you can use that to make your entire texture transparant (or semi-transparant).
I found that changing the ambient and difusse colors has no effect at all. These are probably only used as a color for the polygon when the texture is not found. But none of these properties are mixed with the texture or so.
The emissive parameters do have an effect. If you set that color to white, the entire texture will light up at night. So this might be a nice alternative to a night texture, if you want to make an entire polygon lighted.
The specular parameters don't seem to have much influence either. Only if you use a power parameter that is different from 0.0 the colors change (looks like a kind of contrast change, but I don't get the purpose of it yet).
So to make a conclusion, only the emissive value has an influence if you use a texture on the polygon and this can be a nice alternative to night textures. All other parameters seem to be skipped, so adding reflection like this does not really work.
Forgot to mention that the transparancy setting in the diffuse color does also work of course. So you can use that to make your entire texture transparant (or semi-transparant).