Cloaked Texture Problem

Cloaked Texture Problem

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elliotkr
Posts: 10
Joined: 03 Mar 2007, 07:42

Cloaked Texture Problem

Post by elliotkr »

Please forgive me if this problem/question was addressed in another post. I couldn't seem to find anything pertaining to this, so I hope someone could lend a hand.

I'm giving a try at making new units, and have struggled here and there, partially because the majority of tutorials assume you already know how to do some specific things, some of which I've never done before.

Anyways, I decided to start simple and modify a MOD by adding a simple cube which will act as a land mine. So, I coppied all the required resource files, the .fbi the .cob etc...and moddled a simple cube in Wings3d, exported a UV map and edited that map with photoshop, adding a alpha channel, and saving as a 32 bit tga. Now, I got it all to work in game, but as you all know, mines start out cloaked. If I unloak the mine, the texture looks fine, but when it's cloaked, it goes transparent like its supposed to, but acts like it doesn't use the UV mapped texture anymore, and shows a bunch of little cubes of generic textures.

I've messed with this thing for quite a long time, checking the wiki the boards, messing some more. It's been several days now and I'm pretty well stuck, so if anyone could help me out, that would be great. Thanks.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

That's a general s3o problem.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Indeed it is. However, I am dedicated to fixing it as my next patch. Unfortunatly, though, I sadly have an awful lot of uni work atm which I'm already behind on. :(
elliotkr
Posts: 10
Joined: 03 Mar 2007, 07:42

Post by elliotkr »

Awesome. In that case, I'll most certainly be looking forward to the next patch. :)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Update from my last post here

Cloaked vs. uncloaked!
Image


This is really just a proof of concept. Now I need to go away and write a much cleaner and more efficient patch, probably after some discussion with jcnossen on which of two methods I have in mind is superior.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Great!
elliotkr
Posts: 10
Joined: 03 Mar 2007, 07:42

Post by elliotkr »

Hooah!
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