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Posted: 20 Feb 2007, 15:16
by Snipawolf
That guy must look hilarious out in public doing that...
Alright, I lol'd...
Posted: 20 Feb 2007, 18:06
by smoth
SpikedHelmet wrote:What's a colormap?

S3o files have 2 textures:
Texture one covers :
Alpha: team color
RGB channels: main texture
Texture two covers:
Green channel: reflections
Red channel: Glow map
Alpha channel: alpha(but be carefull, only people witg unit reflections on can see these)
Posted: 20 Feb 2007, 23:36
by Warlord Zsinj
I can explain in monkey detail (as it was explained to me just a week ago) how to do it in Photoshop, bother me on MSN sometime.
Tank texture looks good; but I'd agree with Argh regarding contrast bits and the need to put some dirt/grit on
Posted: 22 Feb 2007, 08:05
by SpikedHelmet
I use PSP. Also, I don't do the textures. Well, I do the art part, and Flozi takes it and does all of that crap to it.
Posted: 23 Feb 2007, 12:44
by SpikedHelmet
M4A3 w/ 76mm; Sherman on Crack.
Posted: 26 Feb 2007, 22:45
by SpikedHelmet
Three down, two to go! Then like 57 derivative vehicles...
Posted: 26 Feb 2007, 23:42
by Neddie
SpikedHelmet wrote:I use PSP. Also, I don't do the textures. Well, I do the art part, and Flozi takes it and does all of that crap to it.
Textures are part of the artwork, for your information.
Posted: 27 Feb 2007, 00:30
by SpikedHelmet
What I mean to say, is that I make a .png of the skin. Then Flozi takes it and actually turns it into a proper skin with the different layers and all of that bullcrap.
Posted: 27 Feb 2007, 02:58
by Warlord Zsinj
If you learn how to do teamcolour, you can do really cool things, ie:
http://www.onebob.co.uk/darren/screens/gen1.jpg
(Energy generator for SWS by aGorm)
You could make things like those bright patches on the tank look a lot more integrated with the skin (by looking gritty, etc). Not that the tank looks bad, it's just worth mastering.
Posted: 27 Feb 2007, 08:36
by rattle
I'd make the area the alpha channel covers on the texture either solid black or at least grayscale. Some random noise on the alpha channel can help and outlines on the texture in general.
Instead of solid team color you could apply the texture to the alpha channel so details don't get totally lost.
Posted: 27 Feb 2007, 20:25
by Fanger
POORLY LIT TANKS ARE POORLY LIT!!!
can we have pics on a map with more light mayhaps?? those things look like they are rolling out at sunset..
Posted: 28 Feb 2007, 05:38
by SpikedHelmet
I don't know what's wrong with you people. I can see the things perfecty fine. However I shall humour you:
Is that good enough?
As for teamcolous: NO! I refuse to learn how to do them!