Yeah that may do the trick, assuming jPCT allows you to change the opacity of the 2nd texture leaving the base texture opaque. Haven't tried it myself but Egon can help you with that.
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Show posts MenuQuote from: EgonOlsen on October 10, 2012, 09:07:42 PM
I can also post a version that combines offset mapping for the first with normal gouraud shading for all other light sources, if that helps.
Quote from: EgonOlsen on October 11, 2012, 11:29:45 AM
Are you still use calcTextureWrapXXX to apply the texture? The tangent vectors are calculated based on the u/v-mapping. Try to find and use a model with proper spherical uv-mapping.
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