Nov 11, 2008, 08:22 AM // 08:22
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#1
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Ascalonian Squire
Join Date: Nov 2008
Guild: [Kw]
Profession: D/
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TexMod question...
I'm wondering if the Guild Wars client or TexMod itself can recognize any color as a cue for transparency. I'm working on some armor and weapon mods and I'd like to add some transparency. Any help is appreciated.
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Nov 11, 2008, 10:28 AM // 10:28
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#2
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Lion's Arch Merchant
Join Date: Sep 2008
Location: California
Guild: Reign Of Judgment [RoJ]
Profession: W/E
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even if you could, you're aware only you can see youself with the mods right?
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Nov 11, 2008, 10:31 AM // 10:31
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#3
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Ascalonian Squire
Join Date: Nov 2008
Guild: [Kw]
Profession: D/
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I'm well aware, yes.
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Nov 11, 2008, 12:50 PM // 12:50
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#4
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Frost Gate Guardian
Join Date: Mar 2008
Location: Sweden
Profession: W/
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Are you making a nude mod? XD
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Nov 11, 2008, 02:24 PM // 14:24
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#5
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Lion's Arch Merchant
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Quote:
Originally Posted by dethzilla
I'm wondering if the Guild Wars client or TexMod itself can recognize any color as a cue for transparency. I'm working on some armor and weapon mods and I'd like to add some transparency. Any help is appreciated.
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I've worked a bit with transparency with TexMod, exporting to bitmaps. Exporting to other file formats may vary.
Transparency is handled in part by the alpha channel of the bitmap. Depending on the image editor you're using, though, you may not be able to edit the alpha channel. I used GIMP for some of the work, and Photoshop Elements for other parts.
Some things can't be made transparent. If the texture is not just on the alpha channel, you'll still have a shape there. For example, the Exalted Aegis is entirely on the alpha channel -- if you delete parts of that, you get transparent parts to the shield. But if you delete the alpha channel for something that's on multiple channels, you'll get a shiny texture, or just black.
I don't have tons of experience with this, just a bit of my own experimentation. But this should be enough to get you pointed in the right direction.
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Nov 11, 2008, 09:02 PM // 21:02
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#6
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Ascalonian Squire
Join Date: Nov 2008
Guild: [Kw]
Profession: D/
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Quote:
Originally Posted by nkuvu
I've worked a bit with transparency with TexMod, exporting to bitmaps. Exporting to other file formats may vary.
Transparency is handled in part by the alpha channel of the bitmap. Depending on the image editor you're using, though, you may not be able to edit the alpha channel. I used GIMP for some of the work, and Photoshop Elements for other parts.
Some things can't be made transparent. If the texture is not just on the alpha channel, you'll still have a shape there. For example, the Exalted Aegis is entirely on the alpha channel -- if you delete parts of that, you get transparent parts to the shield. But if you delete the alpha channel for something that's on multiple channels, you'll get a shiny texture, or just black.
I don't have tons of experience with this, just a bit of my own experimentation. But this should be enough to get you pointed in the right direction.
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First off, as a note, I'm using Photoshop CS3, also exporting to bitmaps.
When I pull the textures via logging mode in TexMod, I'll pull things like the armor skin itself, a texture that I've found is used for "shininess," but nothing that has any reference to an alpha channel (that I know of). Is there any specific way to access the alpha channel or am I just missing something obvious?
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