CGI Rendering and Animation
20th February 2007
In this tutorial I'll be showing you how to prepare textures for use in bridge commander. I'll be using Redragon's akira (Akira, Bridge Commander Downloads, Bridge Commander Public Domain Meshes) and photoshop cs. Redragon(Luan Ngo) is a very nice guy, that has put a lot of effort into creating meshes and textures for up and coming modders to learn from. These can be found on "Public Domain Meshes" at BC Files. First open photoshop. Then open the image file named bridge.bmp. Now we need to create an alpha channel. Second tab from the right on the bottom of the channels window. The new channel will be on the bottom under the others. Once that is done, we need to open the light map. Leave the diffuse map (bridge.bmp) open. It will have the same name only with an "i" added to the end. (bridgei.bmp) Press ctrl+a to select all, or you can use the drop down menu at the top. Press ctr+c to copy Now go back to the diffuse map which is still open (bridge.bmp) and press ctrl+v to paste the light map into your new alpha channel. Press ctrl+d to deselect. Your new alpha channel should look like this now. Make sure you click on the RGB channel before saving, or all you will see is the alpha channel. Now we need to check the image size. BC is picky about it's image sizes that it will accept. They must be based on a multiple of 4. Examples of acceptable sizes: 8x8 16x8 32x8 64x8 128x8 256x8 512x8 8x16 16x16 32x16 64x16 128x16 256x16 512x16 8x32 16x32 32x32 64x32 128x32 256x32 512x32 8x64 16x64 32x64 64x64 128x64 256x64 512x64 8x128 16x128 32x128 64x128 128x128 256x128 512x128 8x256 16x256 32x256 64x256 128x256 256x256 512x256 8x512 16x512 32x512 64x512 128x512 256x512 512x512 This one is ok, so we are ready to save. You must add _glow to the end of the name for BC to recognize its alpha channel. And it must be saved in targa format. (bridge_glow.tga) Select 32bit for the resolution and save. Glows and speculars can be somewhat tricky at first to master, but once you have done it a few times they get easier. I hope many of you will find this usefull. Enjoy, MScott.
How far can we go?
12th February 2007
MScott;4660989They must be based on a multiple of 4.
They must be based on a multiple of 2. 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048*, 4096* * Depends on what your video card can support. Any combination of the above will work, any deviation will result in the texture not showing ingame.