Fenrir1987 Posted June 5, 2006 Share Posted June 5, 2006 (edited) Hello guys, I’ve got a problem with the shiny effects that appear on my edited skins. I took tillyboys SPQR green skins and combined them with the lizard faces made by boltic. The shoulderpatch was a test by myself (never edited skins before =) As you can see in the pictures beneath they look very plastic in a few levels now. So what did I wrong? I used ddsview to unpack the dds files, edited them with gimp (free graphic program) and finally saved them with ddsview again. Hopefully someone can help me. Quarterback: Ready for bear: Edited June 5, 2006 by Fenrir1987 Quote Link to comment Share on other sites More sharing options...
tilliboy Posted June 5, 2006 Share Posted June 5, 2006 Try with a black layer over the entire texture than play with transparency and contrast and it should result in a less shiny texture. You can work with GRAW open and switching between gimp and GRAW to fast check your results! I loved the shoulderpatch I saw tomorrow in screenshots with the screaming round face. Quote Link to comment Share on other sites More sharing options...
pz3 Posted June 5, 2006 Share Posted June 5, 2006 (edited) Negative. When saving the File Make sure you save it as DXT3 Check the Alpha channel and make sure it has the appropriat black/white image of the skin... This controls the glossyness of the texture. Edited June 5, 2006 by Prozac360 Quote Link to comment Share on other sites More sharing options...
Tech Posted June 5, 2006 Share Posted June 5, 2006 lol look at the right Ghost's hands. Looks like he's wearing a leather gloves. I think Prozac is right Fenrir. Good luck, Quote Link to comment Share on other sites More sharing options...
Nemesis* Posted June 8, 2006 Share Posted June 8, 2006 (edited) What apps are you using to open the .dds filetype & save as .dxt3 Are you simply saving as .jpeg & renaming to .dxt3 filenames after the changes?? s`ok...I found the answer (look deeper) http://www.ghostrecon.net/forums/index.php...ndpost&p=380272 Edited June 8, 2006 by TRT_Nemesis Quote Link to comment Share on other sites More sharing options...
Nemesis* Posted June 8, 2006 Share Posted June 8, 2006 (edited) Im seeing people saying use DTX5 other s saying DTX3 BOTH are different. DXT3 Loaded as RGB image with full 8 bit Alpha channel Saved by combining the current RGB image with the current Alpha channel reduced to a 4 bit (16 level) Alpha DXT5 Loaded as RGB image with full 8 bit Alpha channel Saved by combining the current RGB image with the current Alpha channel. ...as you can see the Alpha chanel is variable dependant on the format used. So my question is which s the right one? & Does it answer this shiny issue?? Ive just made a quick rough up shoulder badge using DXT5. Edited June 8, 2006 by TRT_Nemesis Quote Link to comment Share on other sites More sharing options...
Vth_F_Smith Posted June 8, 2006 Share Posted June 8, 2006 Im seeing people saying use DTX5 other s saying DTX3 BOTH are different. DXT3 Loaded as RGB image with full 8 bit Alpha channel Saved by combining the current RGB image with the current Alpha channel reduced to a 4 bit (16 level) Alpha DXT5 Loaded as RGB image with full 8 bit Alpha channel Saved by combining the current RGB image with the current Alpha channel. ...as you can see the Alpha chanel is variable dependant on the format used. So my question is which s the right one? & Does it answer this shiny issue?? Ive just made a quick rough up shoulder badge using DXT5. I'm using DXT5 - everything is looking the way it should! Quote Link to comment Share on other sites More sharing options...
Nemesis* Posted June 9, 2006 Share Posted June 9, 2006 Same here...DXT5 is looking cool, however if you read throughsome of the user posts some are recommending DXT3 & due the 4 Channel Alpha iossue this maybe why some have the shininess. Slightly related, is anyone also editing the Alpha layer along with the texture layer? Im currently using the Clone Stamp in PS to complete the alpha chanel as I noticved that when amending the texture in PS the Alpha chanel also had a big bare patch,,,, again this could be causing the shiny issue. ...hope it helps someone:) Quote Link to comment Share on other sites More sharing options...
SnowFella Posted June 9, 2006 Share Posted June 9, 2006 As for DXT3 Vs DXT5...try checking the .xml files associated with the different textures Here's the ghost_lead.xml file <?xml version="1.0" encoding="iso-8859-1"?> <texture_node category="characters" name="atlas_characters/ghost_lead" texel_format=" AF_DXT5" file_format="dds" width="1024" height="1024" nr_mips="0" halftexel_offsets="true" pad_texels_u="0" pad_texels_v="0" drop_mips="1" _editor_bold="true" xmlns:xi="x"> <texture_node name="diffuse" texel_format="AF_DXT5" file_format="dds" width="1024" height="2048" nr_mips="0" halftexel_offsets="true" pad_texels_u="0" pad_texels_v="0" _editor_bold="true"> <atlas name="diffuse_set0" file_format="dds" nr_mips="0" pad_texels_u="0" pad_texels_v="0" drop_mips="1"> <image name="ghost_body_df" pad_texels_u="0" pad_texels_v="0" rotation="0"/> </atlas> </texture_node> <texture_node name="bump" texel_format="AF_BUMP_A8L8" file_format="dds" width="1024" height="2048" nr_mips="0" halftexel_offsets="true" pad_texels_u="0" pad_texels_v="0" _editor_bold="true"> <atlas name="bump_set0" file_format="dds" nr_mips="0" pad_texels_u="0" pad_texels_v="0" drop_mips="1"> <image name="ghost_body_bm" pad_texels_u="0" pad_texels_v="0" rotation="0"/> </atlas> </texture_node> </texture_node> Quote Link to comment Share on other sites More sharing options...
Nemesis* Posted June 9, 2006 Share Posted June 9, 2006 Thx Snowfella. Im aware of the .xml file. Im trying to make you you & others aware that there are people out there in some of the posts in this forum that refer to DXT3 & NOT5... I Use 5 & its fine! Playing with samples Quote Link to comment Share on other sites More sharing options...
aces.ghost Posted June 9, 2006 Share Posted June 9, 2006 I also use DXT5 but i do not have to edit the alph channel in PS it has never changed on me I make a duplicate of the org dds and do new layers from the duplicate then when i am finished i just delete the duplicate and save in DXT5 i have not had any issues with the shinny affect since using this method. Quote Link to comment Share on other sites More sharing options...
Degamer Posted June 11, 2006 Share Posted June 11, 2006 A quick fix to a shinny skin, is to open bolth the new skin, and the orignal GRAW skin in photoshop. Delete the alpha channel of the shinney skin, then drag the alpha channel from the original GRAW file into the new skin. Save as DTX5. Quote Link to comment Share on other sites More sharing options...
Degamer Posted June 11, 2006 Share Posted June 11, 2006 Just thought I'd add a before and after, same character, same location, same savegame. Before: After: Quote Link to comment Share on other sites More sharing options...
GI-Hoe-808 Posted June 14, 2006 Share Posted June 14, 2006 Degamer.........you've nailed it bro!!! Thanks a million for posting that info. Everything is back to normal now. Thanks again. Quote Link to comment Share on other sites More sharing options...
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