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Posted: 02 Nov 2007, 16:12
by Otherside
Image

heres the UV map

can sum1 tell me were ive gone wrong plz :S

Posted: 02 Nov 2007, 17:31
by rattle
There are single faces on it and you use less than 50% of the available UV map space. The barrel sides could share the same space and the gun barrel itself should be cylinder mapped.

Just finished one...
Image Image

Posted: 02 Nov 2007, 17:34
by Otherside
yeh i know but why isnt it working in for team colors :P

i know my uv map sucks :]

Posted: 02 Nov 2007, 17:41
by rattle
Otherside wrote:i did does it matter if its background or if its one single layer ?
Yes it does.

Saving a layer with an alpha mask = broken team colors
Saving a background image with an alpha channel = working team colors

The first one can be cirumvented by replacing 0 alpha with 1 alpha, i.e. replace full black with a black of 1 on the transparency mask. However this tints the texture. Hard to see but it's noticable.

Anyway, in PS just hit CTRL+SHIFT+E on a visible layer to merge everything into a background layer. Gimp probably has a similar key combination.

Also Gimp might display alpha the other way around, i.e. white = 0% alpha and black = 100% alpha, in this case do what smoth said and invert the alpha channel.

Posted: 02 Nov 2007, 18:12
by Otherside
i got a background with all the channels

red
green
blue
Alpha 1 (which is the area for team color which has team color areas in white the rest in black)

all saved on a background

and i click save png with a alpha channels it shows fine as texture 1 on upsring but then shows all one color wen i add the team color

ok

Posted: 02 Nov 2007, 18:19
by rcdraco
I will explain this the way I learned.

You need 2 pictures per texture. The first should be colored, and white where you want team color, the second should be black everywhere, and white where you want team color. If you want something only textured white, just use white on the first picture, and make it black on the second.

Then open upspring, open the model if you want. On the top tab, click Texture Mapping, Show Texture Builder, click the Texture 1 tab on the top left of the window, and then set texture 1 as the RGB, or texture picture, and texture 2 as the alpha, or team color picture. Change the build texture to something like unitname.png, remember to keep consistencies, if one uses png, all should use it, and all textures should be the same size, etc.

I'm not sure if the filetype consistencies matter, I use it for some reason.

Posted: 02 Nov 2007, 18:20
by rattle
On the screenshot it was a layer, not a background. Big difference. Merge it into the background and try again.

Posted: 02 Nov 2007, 18:38
by Otherside
i did it as background still didnt work

Posted: 02 Nov 2007, 18:42
by rattle
Did you invert the alpha channel?

Posted: 02 Nov 2007, 18:44
by KDR_11k
did you actually save an alpha channel?

Posted: 03 Nov 2007, 20:15
by Otherside
i did as much as i could in png and lost my patience i saved as tga as af suggested in lobby

and it worked instantly !!!

does it matter if its in tga format cos png seems to be borked for me

Image

Posted: 03 Nov 2007, 21:31
by rattle
PNG works like a charm here.

Posted: 04 Nov 2007, 01:23
by FLOZi
PNG works fine for me too, but tga is perfectly acceptable.

Posted: 04 Nov 2007, 01:26
by Snipawolf
Either or.

I like pngs.

Posted: 04 Nov 2007, 02:32
by ianmac
Ok this problebly off topic but sense I started this thred I think I have a right :-) . Does any body have a metal texture in the form of a pattern for Gimp.

Posted: 04 Nov 2007, 02:40
by [Krogoth86]
Do you mean a kind of a "texture stamp" or an alpha for having some metal like brush? In the first case have a look around HERE - maybe you'll find something you like (probably with THIS ONE)...