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Skins come out different in level, than in PS
Posted: Tue Aug 07, 2007 4:03 am
by GrimFragger
I have just started skinning my maps with photoshop, insead of with GIMP; and i've having some issues... I have no problem skinning, and I go and save the DDS as what type it is by using my dds plugin. When it asks for DXT1, I put DDS DXT 1 (no alpha), and so on. I made my map have really nice snow and ice bitmaps that I amde with brushes, but when I put them in the game, it game me a repeating square texture, with a contorted version of my bitmap. For instance, I'm doing Coagulation, and I skinned the coag_cliffs bitmap with a light blue and mid tone grungy ice mixture, but when it is in the game, it comes out an extremely dark blue modified version of my bitmap, that is a sequence of squares all throughout the cliff, instead of a nice seamless texture. Is there something I'm doing wrong? Should I pick the other DXT 1 option? Can anyone help me with this please?
Thanks,
Grim
Re: Skins come out different in level, than in PS
Posted: Tue Aug 07, 2007 4:59 am
by killarzachary
GrimFragger wrote:I have just started skinning my maps with photoshop, insead of with GIMP; and i've having some issues... I have no problem skinning, and I go and save the DDS as what type it is by using my dds plugin. When it asks for DXT1, I put DDS DXT 1 (no alpha), and so on. I made my map have really nice snow and ice bitmaps that I amde with brushes, but when I put them in the game, it game me a repeating square texture, with a contorted version of my bitmap. For instance, I'm doing Coagulation, and I skinned the coag_cliffs bitmap with a light blue and mid tone grungy ice mixture, but when it is in the game, it comes out an extremely dark blue modified version of my bitmap, that is a sequence of squares all throughout the cliff, instead of a nice seamless texture. Is there something I'm doing wrong? Should I pick the other DXT 1 option? Can anyone help me with this please?
Thanks,
Grim
Its because of the Alpha I think. It could also be that thats the way it is with the normal cliff texture but since blue is easier on your eyes its easily noticable.
Posted: Tue Aug 07, 2007 5:01 am
by Alex201
never pick the (no alpha) version. If I'm correct, the alpha is a combination of all 3 colors. When I use the (no alpha) version it screws mine up. So I have to start over.
Posted: Tue Aug 07, 2007 5:05 am
by killarzachary
Alex201 wrote:never pick the (no alpha) version. If I'm correct, the alpha is a combination of all 3 colors. When I use the (no alpha) version it screws mine up. So I have to start over.
Actually I'm pretty sure that the alpha tells you how visible parts of a texture are.
Posted: Tue Aug 07, 2007 5:29 am
by -Legendary-
It's probably because you didn't size it right ;/ like.. The cliff texture is really big, so did you use like a small image of an ice texture? Because if you do that, it will stretch it. Also, for the tiles, you need to make it where it doesn't repeat. There are programs that can do this for you. I edit if I see any.
Posted: Tue Aug 07, 2007 6:06 am
by GrimFragger
thanks. I'm going to try skining a couple visible bitmaps again picking the "non- no alpha" option.
Thanks,
Grim
Edit: It worked perfectly, thanks alot everyone