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FPSC Classic Models and Media / Transparency problem

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Luke314pi
18
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Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 22nd Sep 2006 13:55
I tried searching the forums for help with this, but I couldn't find an answer. I have a model that I made in milkshape and textured in photoshop. I made part of the texture true black (RGB: 0,0,0), but in FPSC it just shows up as black, and not transparent. What am I doing wrong?

Thanks in advance.
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 22nd Sep 2006 14:18
Quote: "textured in photoshop. I made part of the texture true black (RGB: 0,0,0),"


that is very helpful information, and a fair question, but it would have helped too if you'd included the file format you saved it as, because the reasons will vary for each one.

Simplest way to get the true black bit transparent is to save the texture as a Jpeg.

now, apply the texture to your character or whatever it is, and run a test game.

after quitting the test game, return to the file folder where your jpg texture is,and FPSC will ahve converted it into a .DDS texture, with the trueblack bits transparent.

You can download the DirectX SDK (google it), which will provide you with a dds texture viewer, and a .dds plugin for photoshop, allowing you to save images as dds images with an alpha (transparent) layer.

hope that helps.

butters

Luke314pi
18
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Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 22nd Sep 2006 16:02
I saved it as a TGA originally. I will try the DDS plugin, thanks!
Errant AI
18
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Joined: 24th Aug 2006
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Posted: 22nd Sep 2006 16:13
If you save as TGA, you need to include an alpha channel. You will need to do that as well with the DDS plugin. Using a channel will allow you to use gradient alpha which is much smoother looking than the 1-bit 0,0,0 method.

FPSC will also convert TGAs to DDS but it can corrupt the alpha, so don't use 'em when the SDK is free anyways.
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 22nd Sep 2006 16:34
If you save as TGA, you need to include an alpha channel.

I know for a fact that your textures are 10x more pornographically excellent than mine, but... my photoshop cs2 wont save TGA's with an alpha channel. I can only save alphas on photoshop files or DDS

but yeah, just get the DDS plugin. it's so helpful, you can view all the stock textures and meshes...

Luke314pi
18
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Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 22nd Sep 2006 16:43
I just tried it, and it worked great! Thanks alot!
Errant AI
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Joined: 24th Aug 2006
Location:
Posted: 22nd Sep 2006 16:45
I'm using CS2 as well. I had to download a plugin (or DLL?) to get TGAs to work properly (can't remember what it's called). Once you have that, it'll work fine for non FPSC stuff.

The corruption I was referring to was these little transparent square artifacts that pop up when FPSC converts to DDS. It's noticable in some of the screens I've posted if you look at the scope overlay and weapon icons.
Locrian
18
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 22nd Sep 2006 19:00
Easiest way to get perfect transparencies is export as a png image. This too will be converted to dds, but theres no making a seperate alpha channel. What ever, in the original .png image that is shown as transparent(with the little checker boxes in the back ground) is automatically transparent when it's exported and used by FPSC. The only difference is between 8 and 24 bit png images. the 24 bit images are larger of course but leave absolutely none of the pixilation around the outsides of the image. If you look at some of the stock FPSC overlays youll see the black pixils I speak of....on say the tire tracks overlay especialy.

This is how SIGNSIII exports images for overlays etc.
Lon
20
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Joined: 12th Feb 2004
Location: Big Ass Castle
Posted: 22nd Sep 2006 19:17 Edited at: 22nd Sep 2006 19:18
Yep, I can confirm this from experience. When fpsc converts an alpha channeled png file to dds the artifacts are not present. Tga is great for everything else, but if your going to do any kind of transparency with alphas, use png. See the following post in the Bug section.

http://forum.thegamecreators.com/?m=forum_view&t=70245&b=28

Lon

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