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Need help with lathans cacti models
Posted: 20 Mar 2006, 10:43
by Forboding Angel
The cacti show up black in game. In particular, cactus 7. I have written the tdf for it (smoth if you see this, you know that I know how to do it correctly).
Smoth if by some miracle you are reading this... I did all the stuff in upspring that should fix it.
I reattached the texture on texture 1, then attached the tex2 texture on texture 2. No dice. I tried fliping the uvmap. No luck...
I'm a little frustrated here. I spent all night retexturing deserted gully and it is quite beautiful now, problem is the black cacti don't look so hot.
Can someone please help me?
BTW on a side note, I did scale it up, but that shouldn't affect anything, to my knowledge.
Posted: 20 Mar 2006, 10:46
by LathanStanley
read over this thread.... aGorm was very helpful
it has to do with alpha channels
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4185
Posted: 20 Mar 2006, 10:48
by NOiZE
yep alpha channel problem @ texture 1
the alpha channel needs to be 100% black (100% transparant)
Posted: 20 Mar 2006, 10:48
by Das Bruce
How many times must it be said, just set to 99% transparency.
Posted: 20 Mar 2006, 11:17
by LathanStanley
Das Bruce wrote:How many times must it be said, just set to 99% transparency.
the 100% is more perfect, yet however tricky.... but the 99% works easier and is a negligable difference in quality....
Posted: 20 Mar 2006, 16:15
by Forboding Angel
I did that and it still is not working.
Anyone care to spell it out in the flattest of terms. What do I need to do from ps to upspring.
Posted: 20 Mar 2006, 16:39
by LathanStanley
I'm... out of ideas... aGorm??
Posted: 20 Mar 2006, 18:08
by aGorm
Sounds defenatly like a texture problem... some sugestions. Try a different texture off a feature that works. Just do a straight copy past and rename it. See if it shoes up. As far as I know you cant mess it up with texture 2 being wrong, but dont qoute me on that...
You may wanna draw a scribel of inveresed alpha on your texture just to double check you got the right alpha.
Also.. teh texture is standared mesurments? 512, 1024, 256... ect...
aGorm
Posted: 20 Mar 2006, 18:55
by Forboding Angel
aGorm wrote:
You may wanna draw a scribel of inveresed alpha on your texture just to double check you got the right alpha.
aGorm
huh?
I am not a texturer. I do not use alpha channels. If it is a texture problem would someone who actually knows that their doing download the pack, fix it/figure it out, and then tell me what to do and how to do it? That would be much more simple than me trying to figure something out when I have no idea what the hell I'm doing.
Posted: 20 Mar 2006, 21:42
by aGorm
Send them to my email mate and ill fix them.
aGorm
Posted: 20 Mar 2006, 22:02
by Forboding Angel
aGorm wrote:Send them to my email mate and ill fix them.
aGorm
I'll do ya one better...
http://www.fileuniverse.com/?p=showitem&ID=2576
Thanks dude
Posted: 20 Mar 2006, 22:17
by LathanStanley
send me a fixed copy, I'll update my links

Posted: 20 Mar 2006, 22:22
by aGorm
http://www.onebob.co.uk/darren/springs/catimages.zip
get them while there hot...
anyway... its because he used dds files... reasign teh textures to these ones (i know u can use upspring, cause u said you have)
LS... stop using them!! just use the tga's!
aGorm
Posted: 20 Mar 2006, 22:31
by LathanStanley
aGorm wrote:http://www.onebob.co.uk/darren/springs/catimages.zip
get them while there hot...
anyway... its because he used dds files... reasign teh textures to these ones (i know u can use upspring, cause u said you have)
LS... stop using them!! just use the tga's!
aGorm
I did stop using dds files...
those were made a long time ago

Posted: 20 Mar 2006, 23:17
by aGorm
aGorm
Posted: 20 Mar 2006, 23:54
by Forboding Angel
agorm... thank you.
Lathan, man I'mma light your ass up in ts tonight (just kidding) :D
ya, I'm getting pretty decent in upspring thanks to smoth. He breaks his back teaching me new stuff.
BTW, keep your eyes open for it, I think you guys will really like my retexture of deserted gully. Lot more variation, prettier, bout 5 megs bigger as a result, but... Ask your girlfriends, bigger is better and size DOES matter ;p
Posted: 21 Mar 2006, 21:50
by TA 3D
A common problem is with Alpha channels like stated before. However, the other problem with textures being black is inproperly saved DDS file. I don't remember what it was off the top of my head, but it was like DX5 for texture 1 and DX1 for texture 2. Also there were some channel settings that needed to be checked.
For example: You make the DDS with Upspring and open it with Gimp and edit it a little. The you click save. When you reload it, it comes out black. Why? Because Gimp just saved it, you didn't give it the exact save properties it needs to show up in Upspring.
Posted: 22 Mar 2006, 03:55
by Das Bruce
TGA > DDS
Posted: 24 Mar 2006, 01:03
by TA 3D
NO. TGA is just a standard image format(that is fairly good). DDS is not. Known as Direct Draw Surface, it is a image format developed by Nvidia for direct placing into the video cards memory. It was also designed to use the shaders and such to their fullest potential. TGA cannot.
Posted: 24 Mar 2006, 04:22
by Das Bruce
TGA is much easier to use than DDS.
