Is there a tut anywhere that explains how to add alpha channels to a texture?
Adm_Stacks;4000050Is there a tut anywhere that explains how to add alpha channels to a texture?
Probably, but it will take more effort for me to find one of them than to post this screenshot of CS2 and point out the alpha channel in the bottom right.
This probably wasen't the best example picture as its of a Borg station, and their lightmaps are a little more scattered than other units.
You draw the alpha texture itself in greyscale. Things in white will be shown at full strength in dark light, black won't. Grey can be used anywhere in the range from white to black.
thank you, but, how do I apply the alpha to the model? Do you somehow combine the 2 textures, or is it added to the orginal texture?
Freyr's method works, though I prefer to use a separate texture and merge them. This allows me to use more creative techniques on the alpha channel such as spot lights and glowing bits. Well the way I do it is like this - Create a black canvas of the same size of the texture (this is very important; it must be the same size) Then, I copy and paste this as a new layer over the original texture, using an opacity of about fifty. I then add in the parts that glow in monochromatic colors. For example, on a federation ship I would brightly color the nacelles in white; then gradually fade them around it so looks like they are glowing. Same for the impulse engines and such. The windows I usually just block out depending on texture size. Anything above 1024x1024 and I add a little bit of a glow. Then copy this layer back again to the original creation. Flatten the image(layers>flatten image) and then save as either a .bmp or tga. This is your illumination map. If you then download this - TTL3DBT&JRT, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Tutorials It will show you how to merge them together. Hope this helps.
I just crete a blank channel from the channels tab, and still keep the original texture visinle then take a white brush and draw over the windows. i don't use 2 seperate files. plus it save a lot of time.
K7AV;4000319I just crete a blank channel from the channels tab, and still keep the original texture visinle then take a white brush and draw over the windows. i don't use 2 seperate files. plus it save a lot of time.
Yeah, thats how I do it. Anything that saves time and effort is a good thing in my book. :)
If I recall correctly the BBOM states that this is the preferred method as it saves on memory. Not that this is of such critical importance these days for newer PC's of course... :)
In reply to the question about how to apply the texture with the model, this is done already on the stock models. I don't know how to apply it to a model you have created, one of our communities modelers will need to answer that one.
ok what you do is in milkshape remove the lambert or phong and no alpha statements from the TEXTURE NAME. This very important, though if you are making a new model there is no need to do so because it won't be there when you generate a new texture. the next thing to do is turn the "Ambient" and "Specular" buttons to black, and the "Diffuse" and "Emissive" to white. Make sure your apllied texture is the one with the aplha channels then export, the channel should be there. If you are trying to edit someone else's model it may not work as they prolly have left on the lambert and phong options in the texture designation.
I figured it out with all of your help. Thank You. I found it easier to cate a new channel on the texture.