Glows. 4 replies

Please wait...

T-65b

Incom management

50 XP

24th May 2003

0 Uploads

60 Posts

0 Threads

#1 16 years ago

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.




tim_scott_2000

Sniper

50 XP

28th February 2003

0 Uploads

299 Posts

0 Threads

#2 16 years ago

photoshop 7's tga exporter is fubar for bc try to get the exporter file from photoshop 6 it should work then




T-65b

Incom management

50 XP

24th May 2003

0 Uploads

60 Posts

0 Threads

#3 16 years ago
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.




tim_scott_2000

Sniper

50 XP

28th February 2003

0 Uploads

299 Posts

0 Threads

#4 16 years ago

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




T-65b

Incom management

50 XP

24th May 2003

0 Uploads

60 Posts

0 Threads

#5 16 years ago

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?