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Texturing questions...
Posted: 11 Oct 2006, 00:49
by Snipawolf
1. Team Coloring - Any way to disable this, or find a way to remove it.
2. Reflectiveness - Anyway to do this right, everytime I try, with it, it makes that part of the unit turn the second textures color...
Edit: I will begin searching for many of my other topics and seeking answers, as soon as I know the nooks and crannies of texturing, I'll make a tutorial..
Posted: 11 Oct 2006, 05:39
by Wolf-In-Exile
1. Simply leave the alpha channel unedited.
2. Please elaborate, not clear on what you mean.
Posted: 11 Oct 2006, 13:16
by Snipawolf
When I activate the second texture, lets say a large giant red patch (I don't think I'll ever actually do that...) and try second texture only, The unit turns a red color, then if I try to do Full, its all shiny and stuff (Which is correct, and its correctly colored)
Then I tell to test team coloring and the whole thing changes the color I was testing...
When I didn't have any alpha at all...
If I don't get an answer, I will reread Maestro's tutorial for the third time, much more helpful after someone has a basic grasp..
Posted: 11 Oct 2006, 15:23
by rattle
Huh?
Texture two is the texture which is being fed to the shader. Which means the red channel will make stuff shiny, the green channels make stuff glow (or the other way around) and alpha channel determines 1-bit transparency.
When messing around with texture 1's alpha channel make sure it's got a value of 1 1 1 or 254 254 254 (depending on PS/GIMP settings). There should be nothing visible in the end. Everything that's visible will have team colour.
Posted: 11 Oct 2006, 22:44
by Snipawolf
GIMP uses the black color, I forgot how/where but I do know..
Posted: 11 Oct 2006, 22:49
by rattle
It's either from black to white or white to black. So it's either 1 1 1 or 254 254 254. I'm using white to black in PS.
Posted: 11 Oct 2006, 23:18
by Snipawolf
Then its black to white in gimp, told ya...

Posted: 16 Oct 2006, 14:31
by VonGratz
Pleeeeeeeeeeeease.......help me
Did someone would have
a very detailed step by step tutorial exactly about what I do to create LOGO textures from Targas?
Ive read all stuff in this forum and tried several times without any sucess, because Im a very newbie in PS.
I have the PS7 only.Is it capable to create these files?
VonGratz

Posted: 16 Oct 2006, 15:09
by rattle
Even PS6 or 5 or lower should manage to.
I'm not really good at explaining stuff, if someone else could do that that'd be nice
But I made a little example what it could look like. To see the original texture, right click on the mask (the black square in the Layer window) and select Deactivate from the menu.
http://rattle.from-hell.net/spring/Arm32Dk.psd
I used the Arm32Dk.tga from otacontent_v062.sdz to get the alpha channel and Arm32Dk00.bmp from the Cavedog_Textures.zip which came with upspring. Also I recoloured everything that should become team colour to magenta (255, 0, 255) on the bitmap.
You could use Google for a tutorial about PS and alpha channels. You probably won't need more.
Posted: 24 Oct 2006, 04:55
by VonGratz
I will try again
Thanks
VonGratz

Posted: 24 Oct 2006, 12:39
by Snipawolf
A Layer mask, choose the layer mask and paint, everything you can see through it will have team color, or something like that..
Posted: 24 Oct 2006, 14:05
by rattle
No it's about OTA textures, not s3o ones.
I don't know much about them. You could ask smoth on
his site, VonGratz.
Posted: 24 Oct 2006, 22:44
by Snipawolf
My bad, thought he meant s3o..