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Scrap Mechanic Wiki
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===ASG=== Then we make what we call an ASG texture (Alpha, Spec, Glow… And Reflectivity). We use values of various color channels to affect the material. {| class="wikitable" |Channel |Function |Value results |- |Red channel (Alpha) |Determines the transparency of the texture. |No red value = added transparency. |- |Green channel (Spec) |Sets the specular level of the texture. |No green value = no spec. |- |Blue channel (Glow) |Makes the texture emissive and glowing. |No blue value = no glow. |- |Alpha channel (Reflectivity) |Adds reflection to the texture. |White alpha value = maximum reflection. |} –What does "no value" mean? –I'll start in order. When editing the all channels, I recommend that you use 2 colors-black and white (+ all shades of gray). The darker the color, the smaller the value and vice versa. -The easiest way to make ASG textures is to make different maps corresponding to each channel, the amount of maps you'll need depends on the part you are making. The minimum you'll need is 2, Specular and Reflectivity maps. -Alpha map of ASG texture is also only supported by few materials, most important one including "alpha" at the end of the material name.
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