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Texture problems.

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 IG-64
05-17-2004, 5:34 AM
#1
I'm having a couple problems:
Problem one:
I need to cut out a part of a texture and make the rest completely invisible, i've tried alpha channels but I have no idea how to make them work. I've tried erasing on it, but that doesn't work.

Problem two:
How could I tile a texture on a custom model? I tried to make a shader with tcMod scale 0.# 0.# that didn't work, and you can't use the surface inpector on custom models.

Does anyone know how to solve this?
 Druid Bremen
05-17-2004, 6:53 AM
#2
For question 1: As far as I know, the only way is by alpha channels. Don't ask me how to use them; I tried them out, and they didn't work.
 WadeV1589
05-17-2004, 9:36 AM
#3
You need to use a shader to enable the use of alpha channels, if you use ShaderEd2 you can load up your texture and find out which combination of blendFunc's will give you the best result.

And why didn't your shader work? Are you sure you got the paths right and added it to shaderlist.txt?
 IG-64
05-17-2004, 9:20 PM
#4
Originally posted by WadeV1589
You need to use a shader to enable the use of alpha channels, if you use ShaderEd2 you can load up your texture and find out which combination of blendFunc's will give you the best result.

And why didn't your shader work? Are you sure you got the paths right and added it to shaderlist.txt?

I'm pretty good at shaders, i've been writing them for awile now, but on these, i'm just stumped. I'm sure I can get alpha channels to work, but I don't know how to make them. I use photoshop, and when I make an alpha channel, it wont save, I don't think TGA supports alpha channels.

And I have no idea why tcMod didn't work, I must be doing something wrong.

[Edit]Hmm, curious, I used tcMod scale 5 5 which, shouldve made it bigger, I think, just for the heck of it, and it worked. Makes no sence to me, but it worked.

Now, I just need to figure out alpha channels.
 Mercenary
05-17-2004, 9:49 PM
#5
I was told by evillair that they took out support for that in photoshop 7. Maybe there's an update or something for it. You can download a trial Paint Shop Pro or use another program.
 IG-64
05-17-2004, 9:51 PM
#6
Originally posted by Mercenary
I was told by evillair that they took out support for that in photoshop 7. Maybe there's an update or something for it. You can download a trial Paint Shop Pro or use another program.

poop, that sux. :(
 wedge2211
05-17-2004, 11:38 PM
#7
No, somebody figured this out--Eldritch? TGAs do alpha channels, not JPEGs, and I think all you have to do in PS 7 is to leave bits of the image transparent and save as a targa. I think.
 IG-64
05-17-2004, 11:55 PM
#8
Originally posted by wedge2211
No, somebody figured this out--Eldritch? TGAs do alpha channels, not JPEGs, and I think all you have to do in PS 7 is to leave bits of the image transparent and save as a targa. I think.

When I do that, the part I erased comes up as white.

[EDIT]
YES! I got it to work finally, I made some part of it transparent, then I used the alpha blend as well, that never crossed my mind for some reason...

Oh, and can someone give me a list of the q3map_materials?

Thanks
 mslaf
05-18-2004, 1:03 PM
#9
Originally posted by Mercenary
I was told by evillair that they took out support for that in photoshop 7. Maybe there's an update or something for it. You can download a trial Paint Shop Pro or use another program.

The TGA export plugin bug has been fixed a long time ago. You can apply the PS7 SP1 or get the fixed tga exporter from http://www.adobe.com/support/downloads/detail.jsp?ftpID=1544) Alternatively you can use the png format.
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