What causes this to happen and how can it be prevented?
Texmod on Armor
1 pages • Page 1
Either the file type or the editing program doesnt support alpha channels. alpha channels are used in Gw to represent transparency and shine.
Most "advanced" graphics programs (GIMP, PS etc.) support them, Paint doesnt. Also try a file format like BMP or PNG.
There are ways around this effect but they severaly reduce the quality of the mod. If you ever have any questions or need help with modding feel free to ask - Always happy to help a fellow modder ^^
Most "advanced" graphics programs (GIMP, PS etc.) support them, Paint doesnt. Also try a file format like BMP or PNG.
There are ways around this effect but they severaly reduce the quality of the mod. If you ever have any questions or need help with modding feel free to ask - Always happy to help a fellow modder ^^
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Use GIMP. Use .dds format. For both ripping from the game, and for editing.
As mentioned above, the problem is that somewhere along the line you're setting the alpha channel to solid white, and that's causing GW to render you texture with 100% reflectivity. You need to preserve the original alpha channel. If you use search, you can find a post by me somewhere explaining how to do that using GIMP.
As mentioned above, the problem is that somewhere along the line you're setting the alpha channel to solid white, and that's causing GW to render you texture with 100% reflectivity. You need to preserve the original alpha channel. If you use search, you can find a post by me somewhere explaining how to do that using GIMP.
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When you extract a texture from the game the transparent parts of it, most likely aren't transparent.
If you extract the textures as .tga files, the alpha channels should still be in tact.
So when you edit the image, in addition to the red, green and blue channels there will be an additional channel which 'masks' the transparent areas...
(I understand how it works much better than I can explain how it works as I'm not familiar with the correct terminology.) =P
So, yeah... try using .tga and see how that works.
Unless you plan on changing the shape of a texture, you won't even need to touch the alpha channels...
If you extract the textures as .tga files, the alpha channels should still be in tact.
So when you edit the image, in addition to the red, green and blue channels there will be an additional channel which 'masks' the transparent areas...
(I understand how it works much better than I can explain how it works as I'm not familiar with the correct terminology.) =P
So, yeah... try using .tga and see how that works.
Unless you plan on changing the shape of a texture, you won't even need to touch the alpha channels...
Quote:
| Unless you plan on changing the shape of a texture, you won't even need to touch the alpha channels... |
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