Heh. Try this once again. How in the world do you get the glows to work on a SFC I or III conversion? I'm using Milkshape (Can use 3D Max 3 too) and Photoshop 7..How do you get the alpha channels to function propperly? Is it in the texturing? The scripting? I know you have to turn the textures into TGAs, which isn't a big deal, but then what? Someone give up the secret. Heh.
photoshop 7's tga exporter is fubar for bc try to get the exporter file from photoshop 6 it should work then
tim_scott_2000photoshop 7's tga exporter is fubar for bc try to get the exporter file from photoshop 6 it should work then
I also have a program called Microsoft PictureIT, that lets me do the conversion to targa.
What I don't understand is how do you get the glows to function? Do you add them as a layer to the textures? Or do you simply put the glows in the model folder with the '_glow' extention and add it to the script somewhere? Bleh. It sucks.
on the texture file you make a alpha channel on that you make what you want to glow white what you dont black different shades of gry denote different ammounts of glow white bieng max black bieng no glow
Okay. I think I was doing that right then. I set the illumination texture (Black and white) over the normal as an alpha channel, and it turned the whole thing different colors..looked like it should have, I guess. But when I would save it, it would go back to normal. Maybe that had something to do with Photoshop 7's exporter, hm?