Texturing questions...
Moderators: MR.D, Moderators
Texturing questions...
1. Team Coloring - Any way to disable this, or find a way to remove it.
2. Reflectiveness - Anyway to do this right, everytime I try, with it, it makes that part of the unit turn the second textures color...
Edit: I will begin searching for many of my other topics and seeking answers, as soon as I know the nooks and crannies of texturing, I'll make a tutorial..
2. Reflectiveness - Anyway to do this right, everytime I try, with it, it makes that part of the unit turn the second textures color...
Edit: I will begin searching for many of my other topics and seeking answers, as soon as I know the nooks and crannies of texturing, I'll make a tutorial..
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
When I activate the second texture, lets say a large giant red patch (I don't think I'll ever actually do that...) and try second texture only, The unit turns a red color, then if I try to do Full, its all shiny and stuff (Which is correct, and its correctly colored)
Then I tell to test team coloring and the whole thing changes the color I was testing...
When I didn't have any alpha at all...
If I don't get an answer, I will reread Maestro's tutorial for the third time, much more helpful after someone has a basic grasp..
Then I tell to test team coloring and the whole thing changes the color I was testing...
When I didn't have any alpha at all...
If I don't get an answer, I will reread Maestro's tutorial for the third time, much more helpful after someone has a basic grasp..
Huh?
Texture two is the texture which is being fed to the shader. Which means the red channel will make stuff shiny, the green channels make stuff glow (or the other way around) and alpha channel determines 1-bit transparency.
When messing around with texture 1's alpha channel make sure it's got a value of 1 1 1 or 254 254 254 (depending on PS/GIMP settings). There should be nothing visible in the end. Everything that's visible will have team colour.
Texture two is the texture which is being fed to the shader. Which means the red channel will make stuff shiny, the green channels make stuff glow (or the other way around) and alpha channel determines 1-bit transparency.
When messing around with texture 1's alpha channel make sure it's got a value of 1 1 1 or 254 254 254 (depending on PS/GIMP settings). There should be nothing visible in the end. Everything that's visible will have team colour.
Pleeeeeeeeeeeease.......help me
Did someone would have a very detailed step by step tutorial exactly about what I do to create LOGO textures from Targas?
Ive read all stuff in this forum and tried several times without any sucess, because Im a very newbie in PS.
I have the PS7 only.Is it capable to create these files?
VonGratz

Did someone would have a very detailed step by step tutorial exactly about what I do to create LOGO textures from Targas?
Ive read all stuff in this forum and tried several times without any sucess, because Im a very newbie in PS.
I have the PS7 only.Is it capable to create these files?
VonGratz

Even PS6 or 5 or lower should manage to.
I'm not really good at explaining stuff, if someone else could do that that'd be nice
But I made a little example what it could look like. To see the original texture, right click on the mask (the black square in the Layer window) and select Deactivate from the menu.
http://rattle.from-hell.net/spring/Arm32Dk.psd
I used the Arm32Dk.tga from otacontent_v062.sdz to get the alpha channel and Arm32Dk00.bmp from the Cavedog_Textures.zip which came with upspring. Also I recoloured everything that should become team colour to magenta (255, 0, 255) on the bitmap.
You could use Google for a tutorial about PS and alpha channels. You probably won't need more.
I'm not really good at explaining stuff, if someone else could do that that'd be nice

But I made a little example what it could look like. To see the original texture, right click on the mask (the black square in the Layer window) and select Deactivate from the menu.
http://rattle.from-hell.net/spring/Arm32Dk.psd
I used the Arm32Dk.tga from otacontent_v062.sdz to get the alpha channel and Arm32Dk00.bmp from the Cavedog_Textures.zip which came with upspring. Also I recoloured everything that should become team colour to magenta (255, 0, 255) on the bitmap.
You could use Google for a tutorial about PS and alpha channels. You probably won't need more.