SierraSeven Posted May 22, 2006 Share Posted May 22, 2006 Hey guys. I've got my imaging suite set up and ready to go, but it just seems like editing these textures is rather awkward. All kinds of pieces are in a single image at all different kinds of angles. Any tips on how to go about modifying these with relative ease? Also, whats the easiest way to change the camouflage pattern without losing all the details for the belts, elbow pads, etc? Thanks in advance. I'll keep messing around in the mean time. Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted May 22, 2006 Share Posted May 22, 2006 (edited) Hey guys. I've got my imaging suite set up and ready to go, but it just seems like editing these textures is rather awkward. All kinds of pieces are in a single image at all different kinds of angles. Any tips on how to go about modifying these with relative ease? Also, whats the easiest way to change the camouflage pattern without losing all the details for the belts, elbow pads, etc? Thanks in advance. I'll keep messing around in the mean time. Depends which kind of imaging suite you're using. I'd suggest Photoshop. But back to your question. 1. Create a duplicate layer of the original uniform texture. 2. Lock the duplicated layer, so you're not risking to accidently make changes to it 3. Hide the locked layer and switch back to the original layer 4. Edit the texture as much as you wish 5. Lock the edited texture layer 6. Switch to the duplicated - original layer and unhide as well as unlock it 7. Grab the polygon tool and select each element you'd like to transfer to the changed texture 8. Now choose "invert selection" this will - as the name says invert your selection! 9. Press the del key - this will delete everything inside the inverted selection 10. Merge the "cleaned" layer with the one you changed the texture 11. Save as DDS file 12. You're done, so why you keep reading? 13. Really, there's nothing you'll have to do, you may stop reading at this point! 14. There won't follow any kind of important information, so stop starring at your display! 15. You're still there? Jesus, now what do you want me to do? Dance? 16. I gotta go - I'm on break but if you prefer starring at the screen, do it 17. No really, I'm not offended by it, keep starring as much as you wish 18. Don't you have any hobbies? 19. Friends? 20. A girlfriend? In case you want to continue starring at the screen, would you mind if I date her? j/k Edited May 22, 2006 by Vth_F_Smith Quote Link to comment Share on other sites More sharing options...
SierraSeven Posted May 23, 2006 Author Share Posted May 23, 2006 (edited) Thanks for the tips! One more question, when saving as a DDS file using the Photoshop plugin, which settings should I use? There are many options. Edited May 23, 2006 by SierraSeven Quote Link to comment Share on other sites More sharing options...
Dealer Posted May 23, 2006 Share Posted May 23, 2006 Thanks for the tips! One more question, when saving as a DDS file using the Photoshop plugin, which settings should I use? There are many options. DXT5 works, and the rest of the settings default... Quote Link to comment Share on other sites More sharing options...
SierraSeven Posted May 23, 2006 Author Share Posted May 23, 2006 Thanks Dealer. Quote Link to comment Share on other sites More sharing options...
Deweyf4 Posted May 23, 2006 Share Posted May 23, 2006 WOW awesome tips, will be using them ASAP!! Quote Link to comment Share on other sites More sharing options...
Deweyf4 Posted May 26, 2006 Share Posted May 26, 2006 OK, I use a dds converter tool and when I open them they are like a very washed out white set, if I invert the colors I can make out the textures but they are very dark. Is there any way around this? Or do I edit them dark? Quote Link to comment Share on other sites More sharing options...
tim_shady Posted May 27, 2006 Share Posted May 27, 2006 if anyone has all the uniform pieces identified and has the good heart + time to post a labeled atlas file eg. pantlegs text on the pantlegs it would be much appreciated. Plus it might save some of us new skinners lots of headaches LOL. T.I.A. Quote Link to comment Share on other sites More sharing options...
Deweyf4 Posted May 31, 2006 Share Posted May 31, 2006 Does anyone know how to get rid of the latex look that comes with modifying the textures? Do you have to creat MipMaps, or add noise to the textures? Any help would be great, thanks. Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted May 31, 2006 Share Posted May 31, 2006 Does anyone know how to get rid of the latex look that comes with modifying the textures? Do you have to creat MipMaps, or add noise to the textures? Any help would be great, thanks. I think that's handled by specular maps, however couldn't find the necessary file/s 'til now! Quote Link to comment Share on other sites More sharing options...
Deweyf4 Posted May 31, 2006 Share Posted May 31, 2006 Thanks, hopefully someone knows how, I have seen less latexish looking skins so far. Quote Link to comment Share on other sites More sharing options...
Tech Posted June 7, 2006 Share Posted June 7, 2006 Dewey, I have no clue how you get these latex looking like textures. Do you save your .dds in DXT5 format? If not, about time you try... But I am almost 100% certain your problem comes from your alpha layer. Look at your alpha channel. It should not be all black. Compare with the original GRAW skins for exemple. If yours is different, just copy and paste the alpha channel from the original to yours... I am currently working on skins and I have no problems at all. I save as DXT5 and my alpha channel is the exct same as the original files. Hope this helps. Cheers, Quote Link to comment Share on other sites More sharing options...
SnowFella Posted June 7, 2006 Share Posted June 7, 2006 If the alpha layer is all black there is no way the new skin should come up as shiny ingame, all white will however create a skin that is shiny. The character's atlas.dds files alpha layer is the specular map, the darker you make it the less shiny your texture should be. That's atleast what I've found out while testing different settings on weapon textures. Quote Link to comment Share on other sites More sharing options...
tilliboy Posted June 7, 2006 Share Posted June 7, 2006 (edited) The character's atlas.dds files alpha layer is the specular map, the darker you make it the less shiny your texture should be. That's atleast what I've found out while testing different settings on weapon textures. The same for me! Edited June 7, 2006 by tilliboy Quote Link to comment Share on other sites More sharing options...
Tech Posted June 7, 2006 Share Posted June 7, 2006 (edited) Yeah, what SnowFella said ^^ He explained it better then I did But what I did say is to use the original's alpha channel. This way you won't mess up Edited June 7, 2006 by Tech Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.