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Issue 2: General Texturing

Here are the Lightwave settings for the various texture types used on the White Star. You should take these values and integrate them into the materials / textures editor of your chosen 3D software.

Texture Types
Surface Type Sample Colour Lum. Diffusity Spec. Gloss. Transp. Special
All Grey Skin Texture Swatch Use appropriate bitmap 0% Use WS_Diffusion.jpg Use same bitmap as colour channel Med 0% Use double-sided polygons
Engine Pod Skin Texture Swatch Use WS3.6 Wave Texture.jpg mapped in vertical axis with texture size x15m, y15m, z15m 0% 100% Same as colour channel Med 0%  
Yellow Lighting Strips Texture Swatch 255, 255, 160 75% 100% 0% n/a 0% Has neon glow. (100%)
Engine Pod Nozzle Texture Swatch 200, 200, 255 100% 100% 60% Med 0% Has neon glow. (100%)
Bridge Windows Inner Texture Swatch 255, 255, 255 50% 100% 0% n/a 0% Has neon glow. (50%)
Bridge Struts Texture Swatch Use WS3.6 Wave Texture.jpg mapped in x axis with texture size x15m, y15m, z15m 0% 100% Same as colour channel Med 0%  
Gun Ports Texture Swatch 100, 100, 100 0% 100% 100% Med 0%  
Misc. Machinery Texture Swatch 100, 100, 100 0% 100% with fractal texture at 45% 100% with fractal texture at 45% Med 0%  
Blue Machinery Texture Swatch Use WS3.6 Wave Texture.jpg mapped in x axis with texture size x15m, y15m, z15m 0% 100% Same as colour channel Med 0%  
Weaponry Texture Swatch 100, 100, 100 0% 100% with fractal texture at 45% 100% with fractal texture at 45% Med 0%  
Bridge Window Glass Texture Swatch 255, 255, 160 0% 100% 100% Med 95%  
Lower Hull Skin Texture Swatch Use WS3.6 Wave Texture.jpg mapped cubically with texture size x15m, y15m, z15m 0% 100% Same as colour channel Med 0%  
Laser Beam Exterior Texture Swatch 0, 200, 0 100% 0% 0% n/a 0% with fractal texture at 100% Additive with  Transparent Edges. Neon Glow (100%)
Laser Beam Interior Texture Swatch 0, 200, 0 100% 0% 0% n/a 0% Transparent Edges.

Explanation of terms:
Colour Obvious really. A 24 bit colour value in the form R, G, B.
Luminosity Values between 0 and 100%. Luminosity is the property of the surface to illuminate itself rather than be affected by the lights in the scene.
Diffusity Values between 0 and 100%. The diffuse level deals with the ability of a surface to scatter the light it receives. The lower the diffuse level, the darker the surface appears.
Specularity Values between 0 and 100%. Higher specular levels give more prominent highlights (in the colour of the light source causing the highlight).
Glossiness Settings include Low, Medium, High and Maximum. Glossiness affects the size of the specular highlight. Low glossiness gives broad, soft highlights, whereas Maximum glossiness gives a very small, brilliant highlight.
Transparency Values between 0 and 100%. 100% transparency removes all opacity from a surface.
Additive The colour of the shaded surface is added to the colours behind it. For example, a black object with additive properties rendered on a white backdrop would not be seen. A 50% grey object with additive properties rendered on a 50% grey backdrop would appear white. A white object with additive properties rendered on a white backdrop would not be seen.
Neon glow The surface has a glowing aura around it in the colour of the colour channel. The glow is an additive effect and its intensity is a value between 0 and 100%
Transparent edges The surface is gradually faded to 100% transparency at its edges.
Double sided The surface is treated as if the polygons have two surface normals, and so are rendered both when facing towards and away from the camera.
Cubic mapping The renderer applies the texture map in all three axes, depending upon the direction of an individual polygon's surface normal.

To see where the various texture groups are located on the White Star, click here.

Replacing the Lightwave Underwater Texture

General Texturing

Lighting

General Notes for White Star conversion