Author Topic: New Registry for ship ends up washed out in game  (Read 2044 times)

Offline FarShot

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New Registry for ship ends up washed out in game
« on: June 05, 2008, 03:16:37 PM »
I took a Sov, then did a new registry just for me in Photoshop CS3.  But when I play it, it is washed-out ingame.  I use 32 pixel thingy, and it comes out as 4 megabytes, the same size as the regular.  But when in game, you can only make it out by looking at it at an angle.

Offline MLeo

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Re: New Registry for ship ends up washed out in game
« Reply #1 on: June 05, 2008, 03:55:21 PM »
Screenshot please?
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline FarShot

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Re: New Registry for ship ends up washed out in game
« Reply #2 on: June 05, 2008, 03:58:52 PM »



Offline MLeo

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Re: New Registry for ship ends up washed out in game
« Reply #3 on: June 05, 2008, 04:02:48 PM »
Make sure your Alpha channel (the last 8 bits of those 32 bits) isn't all white. If it is, make it black.

It should be either entirely black, or have some gray, to sometimes even white parts, which represent luminence (as you can see in the image).
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Adonis

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Re: New Registry for ship ends up washed out in game
« Reply #4 on: June 05, 2008, 08:13:05 PM »
You forgot to save the Alpha channel, maybe try by nicking one of the default CG Sovs ID maps.
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Offline FarShot

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Re: New Registry for ship ends up washed out in game
« Reply #5 on: June 05, 2008, 09:07:25 PM »
Solved! Thanks bunches! Now that I know how to make models and texture stuff, all that is left is learn to UV map, hardpoint stuff, and to convert these things for gameplay!

Offline Adonis

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Re: New Registry for ship ends up washed out in game
« Reply #6 on: June 05, 2008, 09:17:22 PM »
Solved! Thanks bunches! Now that I know how to make models and texture stuff, all that is left is learn to UV map, hardpoint stuff, and to convert these things for gameplay!

Well, on the difficulty scale it's like this:

Absolute peace of cake: porting
1)HP-ing
2)Modelling (properly)
3)Texturing
4)UV mapping

Mapping will dictate a lot of things, like texture crispness, so I would suggest to you to pay close attention to it. Also, there are a LOT of thing with modelling too that all should know. Throwing a ship together from a bunch of modified primitive objects is no good modelling mind you, BC doesn't seem to like it.
Easy is the path to wisdom for those not blinded by themselves.