[Help!] Textures & Alpha...

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Wyspa
Posts: 72
Joined: 2007-04-16 11:23

[Help!] Textures & Alpha...

Post by Wyspa »

Hi I'm the guy that making textures 4 Polish Soldiers models but i have a little problem... I tried to cover texture with alpha channel but it didn't work... u know to place shadows and (sry my English but I'll call this) shape map... i discovered that in battlefield 2 these are in other file so i started to modify it is called same as normal texture file but with _b ending... when i did it my models have plastic like sun reflections i don't know why... So i need some basics how this thing work in BF2... I would be pleased if any of 2d artists can help me :]
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77SiCaRiO77
Retired PR Developer
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Post by 77SiCaRiO77 »

Vaiski
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Post by Vaiski »

Wyspa wrote:Hi I'm the guy that making textures 4 Polish Soldiers models but i have a little problem... I tried to cover texture with alpha channel but it didn't work... u know to place shadows and (sry my English but I'll call this) shape map... i discovered that in battlefield 2 these are in other file so i started to modify it is called same as normal texture file but with _b ending... when i did it my models have plastic like sun reflections i don't know why... So i need some basics how this thing work in BF2... I would be pleased if any of 2d artists can help me :]
You probably saved it in wrong format. First make sure your specular map is in the alpha channel. If it is, then simply resave your texture as DXT5 and it should work.

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Mini tuto for people interested in reskinning:
Okay so you opened the original vanilla soldier _b file and did some adjustments?
All _b files are bump map textures (also known as normalmaps). They usually hold black and white specular maps in their alpha channel.

Pic:
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Specular maps control the shininess of your model. White equals full shininess and black equals completely dull (doesn’t react to lights). If your model is shining in game, it basicly means that your specular map is messed up. Usually that’s because you saved your texture in wrong dds file format.

DXT1 format doesn’t save alpha information and replaces any alpha with white. That makes your object shine in game. Correct file format for textures with specular map or transparency map is dxt5.
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77SiCaRiO77
Retired PR Developer
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Post by 77SiCaRiO77 »

so , if i want to reskin a mig29 , i need to save it as dxt5 right?
mesniaman
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Joined: 2007-02-12 17:03

Post by mesniaman »

right.
Vaiski
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Post by Vaiski »

77SiCaRiO77 wrote:so , if i want to reskin a mig29 , i need to save it as dxt5 right?
In mig29's case you save the ruair_mig29_c.dds as DXT5 because it has an alpha channel.
ruair_mig29_b.dds should be saved as DXT1 because theres no alpha (its all white when you take a look at it).

Basicly whenever any vanilla texture has something painted to its alpha, you save it as dxt5. If alpha is completely white, you save it as dxt1.
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mesniaman
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Joined: 2007-02-12 17:03

Post by mesniaman »

I was referring to ruair_mig29_c.dds :lol:
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