Some questions regarding skinning & upspring

Some questions regarding skinning & upspring

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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Some questions regarding skinning & upspring

Post by Erik »

A) When i use skins in upspring they are always full of housecolour?
How to edit the Alphalayer of the tga file?
Also upspring can create .dds files for skins, do those work if i put a black .tga as the housecolour part? Which should i use .tga or .dds?

B) Skins in Upspring are mirrored, is this the same ingame? if so how to fix it? I remember the tutorial saying something about that but ti wasnt really clear...
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Some questions regarding skinning & upspring

Post by bobthedinosaur »

TGAs get jacked up in spring and have to be flipped to be used correctly. I just adjust the model without it flipped to look normal, and flip it as the last thing I do before final save.
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: Some questions regarding skinning & upspring

Post by maackey »

If you use .dds you don't have to flip the uvs in upspring.

Otherwise, tga and dds are pretty much the same in creation.

I use the gimp, so i'm not really so sure how to do it in photoshop, but it basically involves you making an alpha layer on the flattened image that will denote the teamcolor. (opaque is teamcolor, transparent is the color underneath... this is why it shows up in upspring as all teamcolor)

what i do is make a separate layer, paint over the parts which I want teamcolor on, then select by color (which should select all your teamcolor parts.) flatten the image, keeping the selection. right click -> layers -> add layer mask. Use the from selection option. everything should turn transparent except for the teamcolor spots. save as dds/tga (remember to save your xcf before you flatten it) and your done! dds iirc you need to enable mipmaps.
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