Commander Outcast Posted July 31, 2007 Share Posted July 31, 2007 I was going and trying to change the camos for the ghosts and other players. I went into mul_camo_xy and check the format they were in and the size. So, I went and got a marpat texture, changed it to 256 by 256 and took the alpha off camo_acu_test_xy_df,saved as dxt 1. Put it in game, texture came out black *gag*. So, I dont know what to do here, maybe not have any alpha at all or what? I use DXT bmp for saving to format and the gimp for the actual skinning. Help? Quote Link to comment Share on other sites More sharing options...
SpringMan Posted July 31, 2007 Share Posted July 31, 2007 already stated it in the other thread, but you're right, this section is more appropriate. extract the original file with the bundlereader, open it with photoshop or whatever you use and paste your 256x256 texture over it, then save as DXT 1 no alpha. Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted July 31, 2007 Author Share Posted July 31, 2007 Ok, but I'd still like to know how to get the alpha without it messing up. seen as how no alpha means shiny textures ingame Quote Link to comment Share on other sites More sharing options...
SpringMan Posted July 31, 2007 Share Posted July 31, 2007 (edited) the way i described it still saves the original alpha, dunno why but as you can see in my other picture, it worked for me. this is what my alpha channel looks like: Edited July 31, 2007 by SpringMan Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted July 31, 2007 Author Share Posted July 31, 2007 Yeah the gimp did the same thing. Also, I would like to know how to change the color of the characters webbing or vest. For Ghosts its kind of brown and the mexicans is green, Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted August 1, 2007 Author Share Posted August 1, 2007 (edited) Ok, I made a pretty nice black hawk down style marine. But I still have that problem with the alpha channel. I tried to take the original marine alpha and imported it to the file, but its not flattened so it comes up all black ingame. and if I use the gimps "add alpha" set it to black, flatten it, then it comes up in this weird shade of white and orange. So either someone who knows what to do gives me some help or I have to have someone add an alpha to it. heres the link to it. http://files.filefront.com//;8196620;;/ Edited August 1, 2007 by Commander Outcast Quote Link to comment Share on other sites More sharing options...
GRiN_Bumbi Posted August 1, 2007 Share Posted August 1, 2007 I was going and trying to change the camos for the ghosts and other players. I went into mul_camo_xy and check the format they were in and the size. So, I went and got a marpat texture, changed it to 256 by 256 and took the alpha off camo_acu_test_xy_df,saved as dxt 1. Put it in game, texture came out black *gag*. So, I dont know what to do here, maybe not have any alpha at all or what? I use DXT bmp for saving to format and the gimp for the actual skinning. Help? Dxt 1 does not support alpha. But the shader does not use the alpha anyway, that's why it's dxt1. The alpha should therefore not be the issue, but try with dxt 5 and see if it gets better. Quote Link to comment Share on other sites More sharing options...
SpringMan Posted August 1, 2007 Share Posted August 1, 2007 sry, misunderstanding here. my marpat pattern worked because it needed no alpha, your marine, however, does. try DXT5 interpolated alpha. this here worked for me, i had to upload it on rapidshare: http://rapidshare.com/files/46313547/atlas.dds.html Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted August 1, 2007 Author Share Posted August 1, 2007 Thanks for uploading it for me. I tried 3 diffrent things, none of which worked. I used the gimps add alpha channel, then color to alpha. If you select a light color like white. the transparency goes to a black, and if you flatten it goes and looks normal. Then if you make the alpha layer black, the transperacy goes white, then if you flatten it it screws with the image and makes it all white and orange. Quote Link to comment Share on other sites More sharing options...
SpringMan Posted August 1, 2007 Share Posted August 1, 2007 i don't know about Gimp, but i loaded the default atlas.dds in photoshop and pasted your marine over it but NOT the alpha channel, since you only changed "cloth" for "different cloth" i left the alpha untouched as it was.THEN i saved as DXT5 with interpolated alpha, to make sure the original alpha is kept in. i don't like messin around with alpha channels if i don't have to, the default ones will do if you only change the patterns and don't add new "materials". Quote Link to comment Share on other sites More sharing options...
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