Kafetist wrote:I didn't get the texture working properly, it's black normally, but weird looking blocky shades of white transparent when cloaked.
This is an s3o texture right?
This problem is caused because your primary and secondary texture maps both must have an alpha channel. Also, alpha channels are inverted, so while you might think that a texture image that has no team color would be fully visable in your image editor, it isn't. The way it works is that when you have alpha of 1 (fully visable texture) your whole model is team color, and when you have alpha of 255 (looks compleatly transparent in image editor) you have have a fully visable texture in game with no team color.
Both textures must have an alpha layer, and if you want your texture to show up anything that isn't team color on your main texture map should have an alpha value of 255 (totally transparent but your color information is still backed up underneith so the game can find it)
made the specials (shared, or what..) texture use alpha channel too, still model remaining black.. I wish I could upload screenshots about the cloaked version. BTW, I can get it working in upspring.
is there any good tutorial how you can uv map your model for TA spring? Atm i m still texturing with 3do builder. Its easy but needs a lot of time for high poly models, so i think its time to change to uv mapping.
I have all the needed programs (3dsmax, photoshop, upspring) but still no plan how to start.
I tried it this way:
1. made a model (in 3dsmax)
2. exported it as an obj
3. loaded it in upspring
4. tried to export an uvmap of the model (obj)
5. no plan what to do then
also i have another question: is it possible in upspring to texture the way 3do builder can? I mean every single polygon. Because even this doesnt worked in upspring for me. I have the textures on the right side, but when i mark a polygon (blue) and i click on a texture, the texture isnt visible on the model. Am i doing something wrong or cant upspring do that this way?
I also read the tutorial for upspring, but thats not very easy because there are steps missing at some stages of texturing i think.