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Red Nade

Posted: Mon Sep 27, 2004 5:06 pm
by TOABN
I'm trying to make a red plasma nade by changing the smoke c generic to red. I can export it from hmt 3.5 and i've opened it in photoshop 7.0.1 and when it asks to display the mip maps i say no. then i swap the channel around til it's red and i save it (btw - hmt says it's a dxt1.)

The problem is, when I try to inject it back in it says it's too large? i didn't change the size, so i assume it's in how i saved it. what do i need to do?

Posted: Mon Sep 27, 2004 5:13 pm
by Danke
Make sure you checked Generate Mipmaps. That's about all I can think of.

By the way, I'm near positive that this won't work. I think you need to change particle effects etc.

Posted: Mon Sep 27, 2004 6:17 pm
by TOABN
the particle effect uses the bitmap, so i think it will work, although I still need to modify the lighting of it. i was using the "Generate Mip Maps" before, but same problem. Out of curiousity i compared the hex files and noticed that in the beginning it added "DDSX". I don't know what it means but I hope this will give someone a clue. Please help!

Posted: Mon Sep 27, 2004 8:42 pm
by Danke
I'm betting DDSX is just a type of DDS file. Probably the one we're using anyway.

Try using hue or something like that to change the color, instead of messing with channels, that might be messing it up somehow. :/ Not sure though.

Posted: Wed Sep 29, 2004 12:26 am
by TOABN
Ah! i finally got the texture to save right! :D I had to open it up with mip maps and manually select how many. (Thanks Dan for the hue thing. I don't use PS too much.) However, the grenade was not red. only the fuzzy trail behind it was and now i'm searching for the other bitm to change. (already changed the lights)

Posted: Wed Sep 29, 2004 6:27 am
by rabiv88
you should try to make a red nade for red team and ofcorse blue for blue