Hey Guys !! I thought I'd chime in here... I was running into the same issue that you had.
Emissive Layer (blue channel in normal.dds) is tied to player primary flag color.
To remove that, you have to edit your common/graphical_culture file. See vanilla file below. The (ship_color=yes) is the line of code that tells the emmissive layer to use the primary flag color. =no or remove it completely.... makes the emissive layer emit a neutral white light color. Which can then be used to light up the texture color in diffuse.dds.
humanoid_01 = {
randomized = { host_has_dlc = "Humanoids Species Pack" }
selectable = { local_has_dlc = "Humanoids Species Pack" }
#############################################################
ship_color = yes
#############################################################
fallback = mammalian_01
ship_lighting = {
cam_light_1_dir = { 0.6 -0.2 0.1 }
cam_light_2_dir = { -0.4 0.0 0.0 }
cam_light_3_dir = { 0.4 -1.0 -0.1 }
#cam_light_1_dir = { 1.0 0.0 0.5 }
#cam_light_2_dir = { -0.5 -0.2 0.0 }
#cam_light_3_dir = { 0.4 -1.0 0.0 }
intensity_near = 1.0
intensity_far = 5.0
near_value = 100
far_value = 4000
rim_start_near = 0.5
rim_stop_near = 0.99
rim_start_far = 0.3
rim_stop_far = 0.99
#rim_start_far = 1.5
#rim_stop_far = 2.0
ambient_near = 0.1
ambient_far = 0.0
}
}
Hope this helps- Side note... I'm trying to export models from maya 2016 using the PDX exporter.... any suggestion which animation type to use in maya?
Cheers,
Kelstr
Thanks, although, I already found out I could just use the fallen empire gfx culture, and, as for the pdx exporter I don't know of differences in animation types, although I do know you can make multiple animations, but the transitioning between animations seems to be a bit broken at the moment.