Jul 03, 2007, 11:32 AM // 11:32
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#101
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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http://www.megaupload.com/?d=P07WWQ8Y
For all those who prefer a cleaner interface without sacrificing features and useful screen information.
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Jul 03, 2007, 12:17 PM // 12:17
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#102
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Jungle Guide
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Quote:
Originally Posted by Ailia
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Nice, what did you do to actually remove the texture itself from the backs of the display boxes? Change the alpha channel to pure black? or white? or something else and if so what please?
I'm curious as I'm not having much luck making specific parts of armor invisible to change the look.
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Jul 03, 2007, 12:23 PM // 12:23
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#103
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Ascalonian Squire
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My latest stuff:
@Imaginos
As far as I can tell, armor textrues are redrawn every time you change a piece, and coupled with the fact that transparency isn't extracted, makes armor modding a bit of a pain. I've had fun with weapon and UI stuff, but the armor problems are driving me mad.
Quote:
Nice, what did you do to actually remove the texture itself from the backs of the display boxes? Change the alpha channel to pure black? or white? or something else and if so what please?
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The way I've handled it is to use .png, and simply set the texture as transparent in the right place. The alpha channel handles reflections, not transparency (whether this makes it not an alpha channel, I don't know. I'm not sure on terminolody etc )
Last edited by JackRabbitSlim; Jul 03, 2007 at 12:25 PM // 12:25..
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Jul 03, 2007, 12:28 PM // 12:28
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#104
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Jungle Guide
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Quote:
Originally Posted by JackRabbitSlim
My latest stuff:
@Imaginos
As far as I can tell, armor textrues are redrawn every time you change a piece, and coupled with the fact that transparency isn't extracted, makes armor modding a bit of a pain. I've had fun with weapon and UI stuff, but the armor problems are driving me mad.
The way I've handled it is to use .png, and simply set the texture as transparent in the right place. The alpha channel handles reflections, not transparency (whether this makes it not an alpha channel, I don't know. I'm not sure on terminolody etc )
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Hmm I'll extract a png and see what it shows and compare it to some other formats like dds.
EDIT: Nice mods you have there btw and I did notice the armor redraw thing when taking off a modified piece of armor and then putting it back on. Leads me to believe that the data is just pulled from a master file and then stitched together on your character and we're not extracting and modifying that master file. If we were all armors we modified would look the same on everyone.
e.g. if you added the capt america colors and stars to, say male warrior plate from the original texture and not the oddly extracted-stitched together thing we wear, then ALL male warriors wearing plate would have that capt america look.
Last edited by Imaginos; Jul 03, 2007 at 12:31 PM // 12:31..
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Jul 03, 2007, 12:38 PM // 12:38
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#105
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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Not 100% perfect yet but food for thought.
Imaginos, if you want to export the transparency properly, you have to use the DDS format, not PNGs
Last edited by Ailia; Jul 03, 2007 at 12:41 PM // 12:41..
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Jul 03, 2007, 12:45 PM // 12:45
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#107
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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@Jack
Modifying the icons that you can drag from the menu, the bar itself is so stretched it was unusable, gotta place your own markers, takes ah wile to get em perfect, but i know theres a few ZBers out there with the patience ^^
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Jul 03, 2007, 12:57 PM // 12:57
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#109
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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@Jack
They're the icons off the menu button, you can drag them off to place then on the screen, edited their texture, they all share one, its pretty easy to find.
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Jul 03, 2007, 12:59 PM // 12:59
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#110
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Ascalonian Squire
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@Ailia
Ah, I see now, I was being a bit dense. Cheers for the info, and the note about DDS - from the few tests I've just tried, it's way way better than .png for armors.
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Jul 03, 2007, 01:00 PM // 13:00
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#111
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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@Jack
Meet me in game in a few, my char name is off to the left after all, have a few tips i don't wanna post on the forums yet, we would be trolled to death ^^
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Jul 03, 2007, 01:00 PM // 13:00
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#112
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Jungle Guide
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Quote:
Originally Posted by Ailia
Not 100% perfect yet but food for thought.
Imaginos, if you want to export the transparency properly, you have to use the DDS format, not PNGs
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Hmm what are you using for your settings for exporting the images out of dds format. Also I don't see transparency in Photoshop when I import a dds. I'm using the plugin from Nvidia I downloaded a bit ago...has tons of export options.
Heh I'm used to transparencies being controlled by the alpha channel /sigh
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Jul 03, 2007, 01:01 PM // 13:01
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#113
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Krytan Explorer
Join Date: Jan 2006
Location: Gold Coast, Australia.
Guild: Overclockers Australia [OCAU]
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Anyone know if there's a plugin that lets Macromedia Fireworks import DDS files?
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Jul 03, 2007, 01:03 PM // 13:03
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#114
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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DXT3 Explicit Alpha for export, and the alpha channel should be there on any DDS that has alpha.
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Jul 03, 2007, 01:22 PM // 13:22
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#115
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Jungle Guide
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Quote:
Originally Posted by Ailia
DXT3 Explicit Alpha for export, and the alpha channel should be there on any DDS that has alpha.
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ok that's odd the tga exports i did look just like the dds files as far as the alpha channel is concerned on the channels tab in Photoshop. I did try a dtx3 explicit earlier but things were odd. Did you tell it to ignore mip maps on export or use whatever ones were there? I saw none import myself.
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Jul 03, 2007, 01:24 PM // 13:24
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#116
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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You using the nvidia plugin or the MS directx SDK plugin?
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Jul 03, 2007, 01:26 PM // 13:26
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#117
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Krytan Explorer
Join Date: Feb 2005
Location: California
Guild: Looking for good PvE guild ...
Profession: A/
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Quote:
Originally Posted by JackRabbitSlim
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Gotta say I love that Captain America shield lol.
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Jul 03, 2007, 01:32 PM // 13:32
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#118
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Jungle Guide
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Quote:
Originally Posted by Ailia
You using the nvidia plugin or the MS directx SDK plugin?
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The Nvidia one from what I recall. Is the other one better and if so where do I get it please?
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Jul 03, 2007, 01:34 PM // 13:34
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#119
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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Gotta download the DX SDK and compile it yourself, can get it from microsoft.com
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Jul 03, 2007, 01:50 PM // 13:50
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#120
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Forge Runner
Join Date: Jun 2006
Location: US
Guild: Old Married Gamers {OMG}
Profession: W/
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hrm wonder if you could add a blood mod? Everytime you hit an NPC/player and do damage blood sprays out? That even possible?
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