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Mr_Cheese

FH Dev

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12th June 2004

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#1 14 years ago

Hi all, I'm trying to edit skins using PaintShop Pro 7, I've downloaded a .dds plugin but I'm having problems using it:

  • When I open a texture the a box comes up saying "Image has MIP maps, Display them with the Image?" - do I click Yes or No?
  • When I go to save the skin I get warned that because of the file format no alpha channels will be saved - does this matter?
  • If I click Yes to the above another box comes up with a load of options (see box.jpg attachment). What do I do? The expanded Save format menu (see menu.jpg attachment) gives a load more of options.
Sorry for all the questions but I'm completely new to this!
Cheers
tim



LIGHTNING [NL]

FH2 Developer

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30th May 2003

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#2 14 years ago

Mipmaps are a way to reduce stress on your computer. A mipmap is simply the highdetailed picture, except smaller. This way you get the 100%, 80%, 60%, 40% or 20% texture quality. Most dss files do need mipmaps, like all textures, but some must absolutely not have mipmaps. The only 2 I can think of the mustn't have mipmaps are the minimap and the skybox.

So, I always open without mipmaps, but save with mipmaps (unless we're talking skyboxes and minimaps). As for all those options, I always leave them to default.




Mr_Cheese

FH Dev

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#3 14 years ago

So the alpha channel stuff doesn't matter then? Ok and to use these new textures do I make a new .rfa? Thanks tim




LIGHTNING [NL]

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#4 14 years ago

I'm not too sure about the alpha channel stuff.

But yes, you do need to make a new RFA file. You'll have to call it Texture_001.rfa.




Mr_Cheese

FH Dev

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#5 14 years ago

Then put the textureManager.alternativePath Texture/ line in? or will it automatically replace the default texture one if the RFA is called Texture_001?




Jagd

{TDB}MajGen.Jagd AA

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16th March 2004

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#6 14 years ago

The alpha channel is used to set "shineyness" like on airplane skins.




Kingrudolf

Fan FH Mapper

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9th October 2003

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#7 14 years ago
indiana_tim_dThen put the textureManager.alternativePath Texture/ line in? or will it automatically replace the default texture one if the RFA is called Texture_001?

The path line is only used in maps, for example if you want to replace only one texture. This texture would be in the texture folder, and the line in the init.con would be something like

"textureManager.alternativePath bf1942\levels\Mymap\Texture"

Now the .rfa just overwrites any texture used in the original .rfa by the 001.rfa file. I'm not sure, but I don't think Punkbuster will accept this overwriting texture file. Sound files work fine though.




Mr_Cheese

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#8 14 years ago

That's great! Thanks folks.

tim




Nechre

Fan FH mapper and pilot

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#9 14 years ago

No, the alpha map is used to create translucent areas in the texture. Model textures are made to have enviornmental maps via a model program when you texture an object.