Got a question concerning a few models.
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Got a question concerning a few models.
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?
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?
http://en.wikipedia.org/wiki/S3_Texture ... Comparison
You might want to try to invert a specific channel.
You might want to try to invert a specific channel.
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.
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.
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.

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.

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