Author Topic: um i need a little texture pointer here...  (Read 2040 times)

Offline flarespire

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um i need a little texture pointer here...
« on: August 08, 2010, 08:33:29 PM »
so i was doing a retexture of the saber class the other day by changin a few hues on some textures to make it look like the prototype stage (ill post the textures as attachments) and i got, well, this:

when it should have looked like this......


any ides on a possible fix, or if anyone can have a crack at fixing this?
heres the textures:
http://www.mediafire.com/?whnzc3udqu1d1a0
this really bugged me out because none of my other retextures have done this, bridge or ship(though it would be funny to see on a bridge retexture.....)

Offline Nebula

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Re: um i need a little texture pointer here...
« Reply #1 on: August 08, 2010, 08:38:13 PM »
looks like you screwed up the alpha channel
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Offline flarespire

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Re: um i need a little texture pointer here...
« Reply #2 on: August 08, 2010, 08:41:47 PM »
probably, problem is I used TGA tool 2 to send the main image not the alpha to Paint.NET for hue changes then sent it back to TGA tool 2 and saved the tga, could anyone have a crack at a fix for this, because it is a nice retexture....

EDIT: its either the alpha channels or the specular maps not agreeing with the original textures....

Offline GMunoz

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Re: um i need a little texture pointer here...
« Reply #3 on: August 08, 2010, 10:08:43 PM »
This is the result of a missing alpha channel.

Offline flarespire

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Re: um i need a little texture pointer here...
« Reply #4 on: August 09, 2010, 05:06:40 AM »
ill look into what went wrong when i get a few spare moments.

Offline flarespire

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Re: um i need a little texture pointer here...
« Reply #5 on: August 09, 2010, 06:49:14 AM »
ok ive taken my edited image and overlayed it onto my backups and saved these, the alpha channel is intact this time, ill post pics once its been tested, i hope this works....

Offline flarespire

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Re: um i need a little texture pointer here...
« Reply #6 on: August 09, 2010, 07:18:31 AM »
alright here are the pics, all i need to do is sort out that deflector so it isnt as bright and not so "in your face"...(the first and fourth images show what im on about)










any ideas on that deflector? i thought if i tone the brightness of it down in the alpha channel it may work, but i dont like messing with the alphas because my pc almoast always screws the replacement up.

Offline King Class Scout

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Re: um i need a little texture pointer here...
« Reply #7 on: August 09, 2010, 07:32:16 AM »
technically, you have to change the transparency level of the deflector surround in the alpha channel.  and I never thought I'D say this, but your overall glow is too damn bright as well (i usually have to turn glows UP just to see them).  at the least, tone down the windows.

if you don't feel like messing with the Alphas, redye the deflector surround in a darker color.
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Offline flarespire

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Re: um i need a little texture pointer here...
« Reply #8 on: August 09, 2010, 07:56:06 AM »
in the actuall texture or the alpha channel?
and I never thought I'D say this, but your overall glow is too damn bright as well (i usually have to turn glows UP just to see them).

well theres a first time for everything, i was thinking of greyscaling the deflectore in the main texture, dimming it, and then slightly colouring it, something on the lines of an extremely faint but just noticeable pinky purpley colour as a highlight.

Offline King Class Scout

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Re: um i need a little texture pointer here...
« Reply #9 on: August 09, 2010, 08:10:27 AM »
it depends, with the Alpha, on the program your using.  since I've had to do texture adjustments to my own taste for so long, I'm used to thinking of how to adjust the alphas, now.

an alpha, in my art program's case, is actually a transparency level over the glow areas.  to decrease the brightness of the deflector surround, you should make that particular area more opaque.

also, from the pictures, the surround is in various shades of white.  greyscaling doesn't work on whites, it would have to be colored first, then greyscaled.  use a dull color for the surround if your gonna retain the brightness level of it so as not to mess with the alpha level.
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Offline flarespire

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Re: um i need a little texture pointer here...
« Reply #10 on: August 09, 2010, 08:18:03 AM »
hmm thats interesting, if i were to do it id use TGA tool 2 to sent the alpha map to Paint.NET, do what i need with the alpha, then send it back, but the problem is when i send it back, svae the file and reload it, the alpha channel gets all crapped up and not how it should be or the TGA corrupts, i think ill have to get a new TGA editing progrem, what is it you use?

EDIT: just to mention i use the enhanced glows alot too...

Offline flarespire

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Re: um i need a little texture pointer here...
« Reply #11 on: August 09, 2010, 09:46:34 AM »
well my computers refusing the S3_glow.tga's edited alpha map by not putting it over the original but resizing the alpha to a scale that doesnt fit the texture so i cant edit the alphas myself, ill attach the TGA and see if any of you guys can fix it if thats ok.

Offline Locke

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Re: um i need a little texture pointer here...
« Reply #12 on: August 09, 2010, 02:04:01 PM »
Okay, for Pete's sake, quit using TGA Tool.  Get DXTBmp.  It's a superior tool, and I've never heard of anyone having issues with it in 8 years of use.  It was created for Microsoft Flight Sim, but works for BC just fine.

Offline King Class Scout

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Re: um i need a little texture pointer here...
« Reply #13 on: August 09, 2010, 02:13:28 PM »
or I could do it myself.  I've done quite a few texture repairs and recolors.  but Locke has a point (and deserves a cookie) about getting an art program for textures.
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Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline flarespire

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Re: um i need a little texture pointer here...
« Reply #14 on: August 09, 2010, 04:15:06 PM »
ill try on the program locke suggested, but could you guys also have a crack at it and see what you get out of it, as reference points for me to go from in future retexes of ships/