Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Jul 23, 2007, 10:15 PM // 22:15   #601
Pre-Searing Cadet
 
Join Date: Jul 2007
Guild: Dont have one
Profession: Mo/
Advertisement

Disable Ads
Default

Quote:
Originally Posted by immortius
1. Make sure you capture the textures in .dds format.

(you may need this plugin for photoshop)

2.In photoshop, goto the channel view. You should see a Red, Green, Blue and Alpha channel.

3. The Alpha channel controls transparency, when it is black the texture is transparent. (Over R=100,G=100,B=100 the alpha layer controls shininess instead). The actual affect is probably dependant on the object, so results may vary.

4.When you save, make sure you have Explicit Alpha selected in the Nvidia dds options dialog that appears.
Im getting the Error "Image width and high must be multiple of four" when i try to save the file as dds with the "Explicit Alpha".

Edit: Ok solved, had to change on "generating MIP(?) Maps".

Last edited by Joe Davis; Jul 23, 2007 at 10:28 PM // 22:28..
Joe Davis is offline   Reply With Quote
Old Jul 23, 2007, 10:45 PM // 22:45   #602
Jungle Guide
 
Join Date: Jul 2006
Default

Thanks for the reply on transparency. Is there any easier way to make sense of the textures in the cubemap format, or do we just have to sort things out for ourselves and figure out what is what... I assume there is no way to preview them on a 3d object other than trial and error, but just checking...
Gimme Money Plzkthx is offline   Reply With Quote
Old Jul 23, 2007, 10:52 PM // 22:52   #603
Grotto Attendant
 
Join Date: Apr 2007
Default

Quote:
Originally Posted by Joe Davis
Im getting the Error "Image width and high must be multiple of four" when i try to save the file as dds with the "Explicit Alpha".

Edit: Ok solved, had to change on "generating MIP(?) Maps".
What are you editing? Unless it's a UI piece, you probably want to generate mipmaps. So you should probably go back and make your texture with sides that are multiples of 4 and save mipmaps. (Mipmap explanation)
Chthon is offline   Reply With Quote
Old Jul 23, 2007, 11:17 PM // 23:17   #604
Grotto Attendant
 
Join Date: Apr 2007
Default

GAH double post.
Chthon is offline   Reply With Quote
Old Jul 23, 2007, 11:50 PM // 23:50   #605
Jungle Guide
 
Join Date: Jul 2006
Default

Quote:
Originally Posted by immortius
1. Make sure you capture the textures in .dds format.

(you may need this plugin for photoshop)

2.In photoshop, goto the channel view. You should see a Red, Green, Blue and Alpha channel.

3. The Alpha channel controls transparency, when it is black the texture is transparent. (Over R=100,G=100,B=100 the alpha layer controls shininess instead). The actual affect is probably dependant on the object, so results may vary.

4.When you save, make sure you have Explicit Alpha selected in the Nvidia dds options dialog that appears.
I'm not quite following. I'm well aware that the alpha channel controls transparency, but when I erase the alpha channel, I just get shiny-ness on the armor... then again, when the alpha channel is on, it appears red, not black....

EDIT: wasn't thinking, what I meant was the alpha channel+image is red, but the alpha channel itself is black.... what do I need to change it to to accomplish transparency?

Last edited by Gimme Money Plzkthx; Jul 23, 2007 at 11:55 PM // 23:55..
Gimme Money Plzkthx is offline   Reply With Quote
Old Jul 24, 2007, 01:48 AM // 01:48   #606
Frost Gate Guardian
 
omens's Avatar
 
Join Date: Dec 2006
Default

The alpha channel is in black and white. Black = transparent white = opaque.
omens is offline   Reply With Quote
Old Jul 24, 2007, 02:42 AM // 02:42   #607
Jungle Guide
 
Join Date: Jul 2006
Default

So if the alpha channel is transparent, it doesn't reflect, if it's white/grey, it does, and if you erase it you get that silver shiny stuff?
Gimme Money Plzkthx is offline   Reply With Quote
Old Jul 24, 2007, 03:32 AM // 03:32   #608
Frost Gate Guardian
 
omens's Avatar
 
Join Date: Dec 2006
Default

No you get the shiny from saving as a format that doesnt support alpah channel mainly. You dont want to erase the alpha channel or you will efectivly be saving it as a format that doesnt support alpha channel. To make something transparent you make that spot black in the alpha channel.
omens is offline   Reply With Quote
Old Jul 24, 2007, 03:38 AM // 03:38   #609
Jungle Guide
 
Join Date: Jul 2006
Default

Well it obviously doesn't make the texture entirely transparent as the alpha channel is black and yet I can still see the armor perfectly clearly...
Gimme Money Plzkthx is offline   Reply With Quote
Old Jul 24, 2007, 05:52 AM // 05:52   #610
Ascalonian Squire
 
Join Date: May 2006
Profession: R/Mo
Default

Generally speaking you cant add transparency to 3d geometry that didn't previously have any transparency.
Ailia is offline   Reply With Quote
Old Jul 24, 2007, 08:46 AM // 08:46   #611
Krytan Explorer
 
immortius's Avatar
 
Join Date: Aug 2005
Guild: Black Cats
Profession: E/Mo
Default

Yeah, my values were from experiments with the Hourglass Staff, which has transparencies. I'm assuming that ArenaNet has a variety of settings regarding how the alpha channel is treated by each object.
immortius is offline   Reply With Quote
Old Jul 25, 2007, 09:50 AM // 09:50   #612
Pre-Searing Cadet
 
Join Date: Jul 2007
Guild: Hate The [Cape]
Profession: W/
Default

Can someone please tell me what parts are perminantly modable because I know things things like armour and hair are generated server side.

Much appreciated.
Riddell is offline   Reply With Quote
Old Jul 25, 2007, 10:41 AM // 10:41   #613
Jungle Guide
 
Join Date: Dec 2005
Guild: Mystical Chaos
Profession: E/
Default

Pretty much anything except for player armor and hairstyles are moddable, and even that is possible to a point. You can modify your own armor, as long as you don't switch it out to something different.
sykoone is offline   Reply With Quote
Old Jul 25, 2007, 11:04 AM // 11:04   #614
Frost Gate Guardian
 
Arcane_Penguin's Avatar
 
Join Date: Jun 2007
Location: Land Downunder
Guild: The Shadowheart Vanguard
Profession: R/Mo
Default

My Pre searing Mesmer, hawt!
Arcane_Penguin is offline   Reply With Quote
Old Jul 25, 2007, 12:37 PM // 12:37   #615
Major-General Awesome
 
fenix's Avatar
 
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
Default

I'll have my first BIG mod put up here shortly, just have to clean a few things up I think. It's looking nice though
fenix is offline   Reply With Quote
Old Aug 01, 2007, 03:54 PM // 15:54   #616
Academy Page
 
Join Date: Jul 2007
Guild: [DoE] Dutchmen Of Emania
Profession: N/Me
Default

where do i get the program?
Karel is offline   Reply With Quote
Old Aug 02, 2007, 04:52 AM // 04:52   #617
Jungle Guide
 
Join Date: Dec 2005
Guild: Mystical Chaos
Profession: E/
Default

Many thanks to the people who found and brought this wonderful program to the GW community. My guildmates have jumped on the modding bandwagon, and now have in the late beta stages a fully functional Cartography Made Easy mod. It will show you exactly where you need to go to find those final hard to reach spots. We used a Legendary Cartographer's maps as a basis for the mod, however, due to the leeway in mapping, you may find some areas that weren't uncovered originally.

http://i104.photobucket.com/albums/m...oone/gw272.jpg
http://i104.photobucket.com/albums/m...oone/gw271.jpg

There are still a small handful of areas yet to be completed on the mainland, as well as the desert and Fire Island chain. Those areas are still in production, and will be completed asap.
sykoone is offline   Reply With Quote
Old Aug 02, 2007, 10:45 AM // 10:45   #618
Major-General Awesome
 
fenix's Avatar
 
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
Default

I finished version 0.9 of my mod. V1.0 will have a completely redone UI, rather than partly done. I'll redo the borders and make them less dumb :P



That's a preview of it. And yes, my warrior DOES look like that in the mod, if you download it, you can even see :P

http://rapidshare.com/files/46497111/V0.9.tpf.html

Have fun with it. Feedback would be nice :P
fenix is offline   Reply With Quote
Old Aug 02, 2007, 12:34 PM // 12:34   #619
Wilds Pathfinder
 
bobrath's Avatar
 
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
Default

Quote:
Originally Posted by sykoone
Many thanks to the people who found and brought this wonderful program to the GW community. My guildmates have jumped on the modding bandwagon, and now have in the late beta stages a fully functional Cartography Made Easy mod. It will show you exactly where you need to go to find those final hard to reach spots. We used a Legendary Cartographer's maps as a basis for the mod, however, due to the leeway in mapping, you may find some areas that weren't uncovered originally.

http://i104.photobucket.com/albums/m...oone/gw272.jpg
http://i104.photobucket.com/albums/m...oone/gw271.jpg

There are still a small handful of areas yet to be completed on the mainland, as well as the desert and Fire Island chain. Those areas are still in production, and will be completed asap.
Looks interesting to say the least. I'll be waiting to hear of your "final" release so I can nail down the last 1% for Cantha and Elona!
bobrath is offline   Reply With Quote
Old Aug 02, 2007, 12:44 PM // 12:44   #620
Lion's Arch Merchant
 
stouda01's Avatar
 
Join Date: Apr 2007
Location: Czech Republic-Prague
Guild: [LUST]
Profession: R/
Default

Quote:
Originally Posted by sykoone
Many thanks to the people who found and brought this wonderful program to the GW community. My guildmates have jumped on the modding bandwagon, and now have in the late beta stages a fully functional Cartography Made Easy mod. It will show you exactly where you need to go to find those final hard to reach spots. We used a Legendary Cartographer's maps as a basis for the mod, however, due to the leeway in mapping, you may find some areas that weren't uncovered originally.

http://i104.photobucket.com/albums/m...oone/gw272.jpg
http://i104.photobucket.com/albums/m...oone/gw271.jpg

There are still a small handful of areas yet to be completed on the mainland, as well as the desert and Fire Island chain. Those areas are still in production, and will be completed asap.
maaaaaaaaaaaan finally some useful GMC mod
stouda01 is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:27 PM // 13:27.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("