TGA Problems -1 reply

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LurkingEyes

A Geek. Higher Than A Nerd.

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29th August 2004

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#1 12 years ago

I was doing just a small bit of work on the Defiant TGA, the other day. I simply changed the "USS Defiant" to "USS Courageous" and a few other things, but when I try to put it back in the game, the dynamic lighting doesn't work anymore. The textures are very bright on the top and bottom, and the Nacelle textures are very dark. Can someone tell me what I failed to do?

Also: I had to edit them in Fireworks since Photoshop won't use the font that I wanted. If that might have something to do with it, I don't know.




N1GH7H4WK

BC modder. So, what?

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27th April 2006

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#2 12 years ago

Just a few steps: 1-Use a program that displays masks over the textures, like Corel Photo-Paint 2-Try to reproduce the mask layout over your texture (use a cannon texture as example) 3-Save your work as "Improved TGA" This will make the areas outside the mask transparent, so the specular textures can be seen trough glow textures. I had the same problem and my ships looked bright and solid, but then I found this way to fix it. If it doesn't work, it could be a graphic card problem




MilleauRekiir

I follow teh Moo!

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4th November 2003

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#3 12 years ago

The mask in question is the alpha channel which determines which areas of the texture are 'lit' and which aren't, and how brightly lit they are




LurkingEyes

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29th August 2004

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#4 12 years ago

Okay, thanks for your help but from the time I posted this to the time that I remembered that I posted it, the Texture just completely fail to work now. I don't get it...they worked somewhat (with the problems listed before) but now it won't load them at all. I didn't mess with the script, file-names, or anything. NOW what is going wrong? *Edit- It loads the Nacelle textures (which I edited), but not the body. Weird.




N1GH7H4WK

BC modder. So, what?

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27th April 2006

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#5 12 years ago

Does it look bright? Or it looks completely white? If it looks white, be sure you have the three detail levels for that ship. I mean the folders named Low, Medium and High. If some of this is not where it is supossed to be, BC won't load the texture and leave the model blank. Could you attach a screenshot to see what it looks like?




MilleauRekiir

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#6 12 years ago

That assumes the pointer file looks for three levels. Check. The 'pointer' is a pyc in the folder above the hardpoints folder. It determines the textures and models used at different distances and you can play around with it to use just one set of textures, or just one model. Did fireworks work on the tga's or on the model? In the latter case there may or may not be some sort of conflict.