Got a question concerning a few models.

Got a question concerning a few models.

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MR.D
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Got a question concerning a few models.

Post by MR.D »

OK guys, for a .s3o model, what are the specifics for using a .dds format texture?

Dxt-3, or Dxt-5, with mipmaps/without mipmaps, or any other options I need to know, please be specific.

I've put a few models together with the hitspheres and all the things assigned in UPSPRING, and the textures are assigned to the model and show up in upspring with main texture and the reflect glow map working

Problem is I can't seem to get the textures to show up ingame, the model in spring just ends up being a clay/silver object.

Can you guys help me out?
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KDR_11k
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Post by KDR_11k »

The rule of thumb I read was DXT3 for on/off alpha (e.g. second texture if you use alpha) and DXT5 for full alpha (e.g. first texture). DXT1 for no alpha (e.g. second texture with no transparency).

Perhaps your reflectivity is too high?
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rattle
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Post by rattle »

http://en.wikipedia.org/wiki/S3_Texture ... Comparison

You might want to try to invert a specific channel.
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MR.D
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Post by MR.D »

I think its something about where the textures go then, or how they're assigned to the actual model, because the model shows up in UPSPRING with the main texture/teamcolor working, and the reflection/glow map working too.

Its when I load them ingame, the geometry is there, but the textures aren't showing on the model, and what I'm left with is a clay colored model, with no reflection or texture.
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rattle
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Post by rattle »

Could you put the model + textures up? Can't tell you much without looking at it.
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MR.D
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Post by MR.D »

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rattle
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Post by rattle »

On the diffuse map, change the team color channel's full black to a black of 1 (0,0,0 to 1,1,1 on the alpha channel). If your 0 alpha is fully white then change it to 254,254,254 instead. Depends on app settings.

You can use DXT1 with 1-bit alpha for texture 2 by the way.

Well the models were invisible for me. I fixed this by removing the alpha channel from texture 2 and saving it as DXT1 with alpha. I think a white of 254,254,254 was the workaround normally. Dunno.

Image
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MR.D
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Post by MR.D »

Cool, thanks for the help man I appreciate it.

Good to know it was something easy to fix too.
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KDR_11k
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Post by KDR_11k »

Can't say I've seen the issues Rattle had, I always use 0 and 255 on my alpha and haven't had any issues.
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rattle
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Post by rattle »

Must be yet another 8800 issue I guess. Some of the transportation trucks in Spring44 were invisible too.
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Pressure Line
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Post by Pressure Line »

rattle wrote:Must be yet another 8800 issue I guess. Some of the transportation trucks in Spring44 were invisible too.
nah, that happens to everyone, ive had it on both my 6600GT and 7300GT cards.
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FLOZi
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Post by FLOZi »

It's been fixed now, some texture2's were borked.
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KDR_11k
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Post by KDR_11k »

Black alpha, right? I had some units in my mods that had similar issues.
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Argh
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Post by Argh »

For Texture1, I use DDS DXT3, Explicit Alpha. 255 is pure teamcolor.

For Texture2, I use DDS DXT1, 1-bit Alpha, all drawn areas are pure white.
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rattle
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Post by rattle »

Btw I pinned the issue down: DDS textures need mipmaps in order to show up correctly ingame. Had the same issues today myself...
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MR.D
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Post by MR.D »

Ah!!

I was wondering about the mipmaps myself, thanks again guys for helping me clear this up.

Info like this really needs to be added into the Wiki for all to reference, would save alot of time and effort on searching.
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