[Help!] Shiny weapon texture

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THE.FIST
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Joined: 2007-07-11 23:00

[Help!] Shiny weapon texture

Post by THE.FIST »

Guys i just don't get waht should i do to get off that shiness i tryed
removing alpha channel but that doesn't help can somebody talk with me and help to figure it out what textures settings should be i am noob in that
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Rhino
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Post by Rhino »

try searching bf editor.org for something.

http://bfeditor.org/forums/index.php?act=idx
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danthemanbuddy
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Post by danthemanbuddy »

I just want to say I love your Signature.
Vaiski
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Post by Vaiski »

You don't have any spec map which is supposed to control the shininess.

Copy your color texture and convert it into a grayscale image (not a proper way of making spec map but it will do for now.. make a new one once you get rid of the shininess).
Then copy the grayscale image and put it into color maps (texturename_c.dds) alpha channel and save it as DXT5. Check in game.

If it still shines, move the greyscale texture to your normalmap's (texturename_b.dds) alpha channel and save it as DXT5.


Make a proper spec map once you get it to work.
Dark specular texture = less shiny
light specular texture = more shiny
Plastic for example should be fairly dark while metal should be quite light.
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THE.FIST
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Joined: 2007-07-11 23:00

Post by THE.FIST »

[R-DEV]Vaiski wrote:You don't have any spec map which is supposed to control the shininess.

Copy your color texture and convert it into a grayscale image (not a proper way of making spec map but it will do for now.. make a new one once you get rid of the shininess).
Then copy the grayscale image and put it into color maps (texturename_c.dds) alpha channel and save it as DXT5. Check in game.

If it still shines, move the greyscale texture to your normalmap's (texturename_b.dds) alpha channel and save it as DXT5.


Make a proper spec map once you get it to work.
Dark specular texture = less shiny
light specular texture = more shiny
Plastic for example should be fairly dark while metal should be quite light.
TNX TNX TNX no shiny anymore !!!
May be you know how to change ingame weapon icon ? i change it in tweak file but game crashes
ZZEZ
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Post by ZZEZ »

In what format to save it, I tried in .tga, CTD without error in windowed, also in dds ARGB 8.8.8.8 32bit unsigned same as the .tga - CTD without error.
Rhino
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Post by Rhino »

THE.FIST wrote:TNX TNX TNX no shiny anymore !!!
May be you know how to change ingame weapon icon ? i change it in tweak file but game crashes
you will need to pack your new icon into the menu files and the menu atlas files which is i can tell you, a real ***** to do...
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e-Gor
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Post by e-Gor »

Or if you're lazy either save it as a .dds or as a .tga renamed to .dds.

And rhino: creating an atlas isn't hard at all. ;)
Rhino
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Post by Rhino »

[R-DEV]e-Gor wrote:Or if you're lazy either save it as a .dds or as a .tga renamed to .dds.

And rhino: creating an atlas isn't hard at all. ;)
it is for pr cos u have to rename all the atlas files then rename all the code files and do a find and replace a bunch of times inside thous code files, then pack it all into the .zips :p
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e-Gor
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Post by e-Gor »

Erm, not really... just learn to use the tool properly ;)
ZZEZ
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Post by ZZEZ »

FIST I'll be home in about 1 hour or so, don't think I'll be on xfire I'll just go to sleep, anyway if you wanna get the icon ingame just do the following:
start > run > cmd

cd c:/program files/ea games/battlefield 2/
next command:

dice_TextureAtlasTool.exe -o MemeAtlas_05 -format dxt5 galil.tga

look in your bf2 folder, you'll find 3 files
AtlasList.con
MemeAtlas_05.tai
MemeAtlas_050.dds
put them in the menu folder except atlaslist.con, in the atlas subfolder at menu_server&client.zip.
Open atlaslist.con, copy the following line
hudManager.addTextureAtlas "MemeAtlas_05.tai"
then open the AtlasList.con in the menu_server.zip and paste:
hudManager.addTextureAtlas "MemeAtlas_05.tai"
that should get the texture ingame, just make sure the galil.tga is also in menu_client
menu_client.zip\HUD\Texture\Ingame\Weapons\Icons\Hud
and
menu_client.zip\HUD\Texture\Ingame\Weapons\Icons\Hud\Selection

That should work, I haven't tried it but it should :-)
ZZEZ
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Post by ZZEZ »

Oh I forgot to mention, you must open the MemeAtlas_050.tai and change the galil's folder structure.

It should look like
galil.tga MemeAtlas_050.dds, 0, 0, 0, 0.585938, 0.703125

change it to..

Menu/HUD/Texture/Ingame/Weapons/Icons/Hud/galil.tga MemeAtlas_050.dds, 0, 0, 0, 0.585938, 0.703125

else you'll crash :)
http://img488.imageshack.us/img488/9797 ... 065nb3.jpg

Anyway, good night.
e-Gor
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Post by e-Gor »

Making a new atlas file just for one image is pointless - if anything, it'll reduce performance and just means you have extra work to do.

For now, rename the icon to be .dds and it'll work. Then generate the atlas files when you've got all the weapons etc. ready and can put them all on one atlas texture.
Rhino
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Post by Rhino »

[R-DEV]e-Gor wrote:Making a new atlas file just for one image is pointless - if anything, it'll reduce performance and just means you have extra work to do.

For now, rename the icon to be .dds and it'll work. Then generate the atlas files when you've got all the weapons etc. ready and can put them all on one atlas texture.
some textures need to be in the atlas depending on what type of texture it is otherwise the game cant find it, ive found?
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e-Gor
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Post by e-Gor »

renaming to a .dds (or saving to .dds in the first place) lets the game find it. Trust me on that ;)

If you want evidence, just take a look at 0.5... I don't think the atlas was updated for the whole of that release cycle.
ZZEZ
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Post by ZZEZ »

/edit:question withdrawn, I figured it out 0_o


when I sent THE.FIST my 1-icon-atlas files it crashed his game, when I copied them to my second computer it also crashed the game but it works fine on the pc that created it.
I remade the atlas files using the exact same commands on the second[crashing] pc and it works fine, however when I sent them to FIST it kept crashing his game again, and on the original atlas creator pc it is crashing the game aswell.
Any ideas? :P

Thanks for your help so far.
Last edited by ZZEZ on 2007-09-04 07:40, edited 1 time in total.
Reason: ...
Rhino
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Post by Rhino »

[R-DEV]e-Gor wrote:renaming to a .dds (or saving to .dds in the first place) lets the game find it. Trust me on that ;)

If you want evidence, just take a look at 0.5... I don't think the atlas was updated for the whole of that release cycle.
next time I play with the atlas files ill check thou i always save my icons as dds anyways :p

EDIT: in fact good example egor that some things must be packed into the atls file otherwise the game dont find it. If you remember I made a 2nd broken and complete bridge, minimap icons for the village destructible bridges and asked if some one could redo the atlas, and coded them in. Egg kept on complaining about the game not finding them (as they where not in the atlas files) so he took them out of the .tweak files and replaced them with the normal bridge icons.

some things I think you can get away with not being in the atlas files like you say, but things like minimap icons i think have to be in the atlas otherwise the game cant find them.


thou I look at it now and the icons are .tga so you may be right :p
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