Strictly speaking the textures doesnt need to be in dds format its just that if you use something else you will likely run out of texture memory before long (if you arent lucky and have a 256mb gfx card).
There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.
Why not use the blue of texture2 instead of the alpha of texture1 for the teamcolor. I'm not sure how the new format works, but if both texture are regular image files, then it is much easier to work with two 24bit *.bmp than having to deal with alpha. I mean, even paint can do RGB bmp, while I don't even know any program that would let me set the alpha precisely (I'm not saying I use paint, I'm just showing how easy it is to use two RGB picture and how hard it is to use the alpha channel.)
So, please, can you move teamcolor to the blue of texture2 and don't use any alpha channel?
I will throw together a small model editor with some of my old editor code. My intention is to have loading/saving for both unit formats (3do and s3o), and import of 3DS. I don't expect it to be a lot of work, but I have a lot of other things to do as well. I hope to have a first version in about 2.5 weeks.
And as decided on irc, the project codename is Higgs
Zwzsg: Read SJ's post again. You really need to use .dds format so the textures can be handled most efficiently, so there's no reason to not use the alpha.
You could always make the texture as a normal rgb bitmap first and then go in later to add the alpha layer.
There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.
Why not use the blue of texture2 instead of the alpha of texture1 for the teamcolor. I'm not sure how the new format works, but if both texture are regular image files, then it is much easier to work with two 24bit *.bmp than having to deal with alpha. I mean, even paint can do RGB bmp, while I don't even know any program that would let me set the alpha precisely (I'm not saying I use paint, I'm just showing how easy it is to use two RGB picture and how hard it is to use the alpha channel.)
So, please, can you move teamcolor to the blue of texture2 and don't use any alpha channel?
Its WAY easier to work with texture map with team color as the alpha channel then it is to do it in a color channel of a different image. I can just load up my image infront of a red layer and see exactly what it will look like when I'm on the red team. I can't even fathom how you would visually analize your texture if the team color is on a different image map. It would be virtually impossible to make a good looking gritty team color texture, comparitively with the alpha channel it's easy. Plus we'll figure out something later that we want to use the blue channel for, and then we won't be able to because it's monopolized by team color.
3DO builder can export objects as dtx, whitch can be imported in 3dsm.
However, 3dsm says it's corrupt, you first need to import it in
Blender(er anything else that is ablke to open it) and then export it to something 3dsm is also capable of importing.
This is not very usefull, since Zaphod made a perfect 3do->3ds converter.
Joined: 12 Nov 2004, 06:08 Location: Brickclaw, WA USA
Yeha thanks! The plugin droped into my 3ds max 8 trial plugin folder nicely without any complaints.
And for people looking for max, go to this site:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=5972446 and fill out the form that pops up when you click on the link in the middle of the page. There are "No Strings Attached!" Then submit it and when you get the emai from them go to the link provided in the email and dl the trail.
*WARNING!* Not for people with slow connections(dsl minium for considering). The installer is 130mb, and the "Greatest Tutorials and Help files ever made"(So much helpful info that one could spend a lifetime in them. GZ there just like the ones for GMAX) are 144mb.
Ver 8 is beyond easy to use. GZ you will be suprised how mush easier it is to texture models then in GMAX.
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Joined: 30 Jan 2005, 19:44 Location: Backwoods of New Hampshire
Which is why free msn/hotmail email accounts are just the thing for these registration pages. I check it once every two months, or whenever I need a validation link bit. Works like a charm.
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