So, let's say LFS need to use the texture BWnewroad.dds to use it with new shaders for tracks. My idea is to make LFS search for BWnewroadNORM.dds and BWnewroadSPEC.dds, and load them it they exist. Then, it will just pass thoses textures to the shader (just like any texture), so we can add normal maps and specular maps to LFS.
Why doing this only if thoses textures exists ? To keep usage of texture which don't have thoses, and make cool shaders only for roads, wall and grass.
These, are easy and fast techniques to add graphical detail in game, at no (or nearly no) performance cost.
Normal map :
Specular map (on the right, note how the wood is not shiny everywhere) :
NOTE: normal mapping needs to have tangents and binormals for each vertex in order to be implemented (AFAIK).
Why doing this only if thoses textures exists ? To keep usage of texture which don't have thoses, and make cool shaders only for roads, wall and grass.
These, are easy and fast techniques to add graphical detail in game, at no (or nearly no) performance cost.
Normal map :
Specular map (on the right, note how the wood is not shiny everywhere) :
NOTE: normal mapping needs to have tangents and binormals for each vertex in order to be implemented (AFAIK).