Textures

Textures

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

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

Textures

Post by Erik »

Somehow all my texture ingame are either totally black or full housecolour. I have one skin that actually works made by a friend but he forgot what he did o_O, all textures that i made be it .tga or .dds have the problems. I think its .tga which shows up in full housecolour since i cant edit alphachannels and .dds which shows up in black.
Can anyone help me with that?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Textures

Post by Beherith »

I might be wrong, but try the following:
1st texture color is normal, alpha try all black.

2nd color: all black, alpha: all white.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Textures

Post by Master-Athmos »

It's either the missing settings in Upspring I told you about or your textures. After trying it out I guess it's both - when resaving the models and giving a height value the conyard went completely transparent because of your texture. I then just applied a texture I had and I got this:

Image
Attachments
Conyard.jpg
(183.29 KiB) Downloaded 166 times
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Textures

Post by Erik »

When i try saving it with a random texture 1 & 2 and reload it the textures are gone, why does this happen?
User avatar
azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Textures

Post by azaremoth »

Master-Athmos wrote:It's either the missing settings in Upspring I told you about or your textures. After trying it out I guess it's both - when resaving the models and giving a height value the conyard went completely transparent because of your texture. I then just applied a texture I had and I got this:

Image
You can fix this by mirroring the textures horizontally (the horizon as axis). It is an issue with .pngs. With .dds there shouldn't be that kind of probleme. No idea about .tgas here. You will see the textures are "wrong" in Upsring then - but they work ingame.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Textures

Post by Master-Athmos »

Ehm no azameroth you've gotten it wrong. That texture has nothing to do with the conyard (it's from Mr. D's Core Raider actually) as the provided ones are borked in terms of making the entire building transparent... :wink:
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Textures

Post by Master-Athmos »

Erik wrote:When i try saving it with a random texture 1 & 2 and reload it the textures are gone, why does this happen?
That's a simple letdown from Upspring. It simply doesn't read out / "remember" the used texture so each time you want to work on your model and need to resave it you have to give the proper textures again...
User avatar
azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Textures

Post by azaremoth »

You know that the alpha channel for texture2 is used for transparency, don't you?

-texture1:
rgb-values: the actual texture
alpha-channel: team-color (black: no team color, white: full team color)

-texture2:
rgb-values: red: self-illumination, green: reflectivity/specular, blue: not used until now (at least I don't know anything different
alpha-channel: transparency (black: no transparency, white: transparency, no gray values can be used here)

I am using pngs as texture format - it means less trouble than .tga or .dds but that is a matter of taste.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Textures

Post by Gota »

That lab with a ground plate would be so sweat.
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Textures

Post by Erik »

My problem is that i can't edit alphachannels (I use paintshop pro 5), is there a free program that i can add to my collection of one bazillion needed Programs?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Textures

Post by Neddie »

GIMP.
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Textures

Post by Erik »

How to fix the alphachannel with it?
I would like a step by step tutorial just for that.
User avatar
azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Textures

Post by azaremoth »

Erik wrote:My problem is that i can't edit alphachannels (I use paintshop pro 5), is there a free program that i can add to my collection of one bazillion needed Programs?
Yeah - use GIMP in this case. I am using Paintshop too. It is version XI though (it did cost 6.50 Euro because version XII is on the market).

In Gimp it is: Layer => Transparency => Add Alpha Channel
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Textures

Post by Erik »

When i load my .tga skin in gimp all it shows are chessboard squares, some skins load without them. It seems there is an Alphachannel already because i can delete it (resulting in the whole image turing plain white). How can i edit the alpha layer? How is it supposed to look if i dont want housecolour or anything? This whole stuff confuses me.

Also how does PsP edit Alphalayers, perhaps i can do it with psp5 aswell.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Textures

Post by Master-Athmos »

Well in PSP7 and PSP8 you had to do it via "mask layers" or something like that (don't know the exact english term). You then could get an alpha layer / write into the alpha layer via an option in the layers menu...

BTW: Afaik Lexar did offer PSP X for free lately (although it's not THAT good anymore since Corel bought it)...
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Textures

Post by Erik »

Well i did some random stuff with gimp and somehow it worked dont ask how O_o
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Textures

Post by smoth »

can the gimp read psd fine? if so I can whip the texture up for you as an example.

post the base texture, and one showing where you want team color and I can see what good I can do.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Textures

Post by Master-Athmos »

It actually has no "texture" yet despite the UV-map outlines... :wink:
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Textures

Post by smoth »

was talking to erik.
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Textures

Post by Erik »

The conyard is a placeholder model anyway, no need to skin it.
Im not allowed to upload tga's anyway D:
Post Reply

Return to “Game Development”