Jul 23, 2007, 10:15 PM // 22:15
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#601
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Pre-Searing Cadet
Join Date: Jul 2007
Guild: Dont have one
Profession: Mo/
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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.
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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..
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Jul 23, 2007, 10:45 PM // 22:45
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#602
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Jungle Guide
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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...
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Jul 23, 2007, 10:52 PM // 22:52
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#603
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Grotto Attendant
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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".
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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)
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Jul 23, 2007, 11:17 PM // 23:17
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#604
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Grotto Attendant
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GAH double post.
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Jul 23, 2007, 11:50 PM // 23:50
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#605
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Jungle Guide
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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.
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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..
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Jul 24, 2007, 01:48 AM // 01:48
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#606
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Frost Gate Guardian
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The alpha channel is in black and white. Black = transparent white = opaque.
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Jul 24, 2007, 02:42 AM // 02:42
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#607
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Jungle Guide
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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?
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Jul 24, 2007, 03:32 AM // 03:32
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#608
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Frost Gate Guardian
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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.
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Jul 24, 2007, 03:38 AM // 03:38
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#609
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Jungle Guide
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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...
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Jul 24, 2007, 05:52 AM // 05:52
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#610
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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Generally speaking you cant add transparency to 3d geometry that didn't previously have any transparency.
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Jul 24, 2007, 08:46 AM // 08:46
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#611
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Krytan Explorer
Join Date: Aug 2005
Guild: Black Cats
Profession: E/Mo
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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.
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Jul 25, 2007, 09:50 AM // 09:50
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#612
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Pre-Searing Cadet
Join Date: Jul 2007
Guild: Hate The [Cape]
Profession: W/
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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.
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Jul 25, 2007, 10:41 AM // 10:41
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#613
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Jungle Guide
Join Date: Dec 2005
Guild: Mystical Chaos
Profession: E/
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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.
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Jul 25, 2007, 11:04 AM // 11:04
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#614
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Frost Gate Guardian
Join Date: Jun 2007
Location: Land Downunder
Guild: The Shadowheart Vanguard
Profession: R/Mo
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My Pre searing Mesmer, hawt!
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Jul 25, 2007, 12:37 PM // 12:37
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#615
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Major-General Awesome
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/
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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
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Aug 01, 2007, 03:54 PM // 15:54
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#616
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Academy Page
Join Date: Jul 2007
Guild: [DoE] Dutchmen Of Emania
Profession: N/Me
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where do i get the program?
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Aug 02, 2007, 04:52 AM // 04:52
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#617
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Jungle Guide
Join Date: Dec 2005
Guild: Mystical Chaos
Profession: E/
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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.
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Aug 02, 2007, 10:45 AM // 10:45
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#618
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Major-General Awesome
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/
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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
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Aug 02, 2007, 12:34 PM // 12:34
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#619
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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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.
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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!
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Aug 02, 2007, 12:44 PM // 12:44
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#620
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Lion's Arch Merchant
Join Date: Apr 2007
Location: Czech Republic-Prague
Guild: [LUST]
Profession: R/
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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.
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maaaaaaaaaaaan finally some useful GMC mod
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