Team Color Skin Question -1 reply

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Maestro4202

I post to get attention

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14th December 2002

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#1 11 years ago

I was just wondering what you have to do to edit the team color in skirmish mode etc. on .dds textures. I thought maybe on the alpha channel..but thats just for hull lights no? Is it a separate texture applied over the others?




1upD

Dread pwns me!

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15th January 2007

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#2 11 years ago

:eek: You can't even skin without player colors!(You can, but I exaggerate) Yes, it's the alpha channel. I even refer to team colors as 'the alpha channel' and vice-versa.

Player colors make the game more fun.




Maestro4202

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14th December 2002

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#3 11 years ago

Yeah I mean the actual colors on the ships. But alpha channel of which texture? Can't be the main one cuz thats for lights.




Avenger85

Galactic Emperor

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30th April 2006

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#4 11 years ago

It depends which shader do you use. Texture's alpha layer is for gloss effect in MeshGloss.fx shader and for lights in MeshAddative.fx. The most popular shaders for units are MeshGlossColorize.fx and MeshBumpColorize.fx and first texture's alpha layer is definitely for team colors in them :) You can use Alo Viever to check the shaders but most probably ships and land units use MeshBumpColorize and fighters - MeshGlossColorize.




1upD

Dread pwns me!

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15th January 2007

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#5 11 years ago
Maestro4202;3528286Yeah I mean the actual colors on the ships. But alpha channel of which texture? Can't be the main one cuz thats for lights.

Uh... It's for player colors, not lights.




Darth_Vader_00M_9

As a Rebel said "Die die die!"

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18th November 2006

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#6 11 years ago
Maestro4202

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14th December 2002

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#7 11 years ago

Ok so just as an example..the Interceptor IV's .ALO model has a component in the Alamo viewer called 'window'. Now that I think I understand that the Alpha channel is meant for team color. Ok so if you want team color shader AND hull light shader you need BOTH shader (fx/fxo) files in the mod directory for each effect to work. Am I right so far? So if the alpha channel is specifiying the team color area, where is it being specified what pixels should be lit as lights? Where is the 'window' element of the Interceptor 4 model getting its light texture? I don't even see it in the dds.




Maestro4202

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14th December 2002

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#8 11 years ago

*** Ok I guess I'm figuring it out now..albeit slowly. :) To make anything as good looking as the orig models its assumed you need to have all the major shaders in your mod. Then you need 3DS to actually apply the what kind of shader will be applied to each mesh of the model. Dif meshes can use dif shaders. The actual hull lights are a seperate mesh with the Meshadditive.fx shader applied within the main model. Thats how they manage to have a ship model with all the bells and whistles. Am I getting it now? I was kinda suprised to find the window texture on the Interceptor 4 was from the jawa sand crawler! So the last thing I hate to ask (as I dont have 3DS) but have to know is does the desired shader effect for each mesh get chosen in 3DS?




Cobra01

Anyone play SWG?

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8th July 2006

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#9 11 years ago
Maestro4202;3532839*** Ok I guess I'm figuring it out now..albeit slowly. :) To make anything as good looking as the orig models its assumed you need to have all the major shaders in your mod. Then you need 3DS to actually apply the what kind of shader will be applied to each mesh of the model. Dif meshes can use dif shaders. The actual hull lights are a seperate mesh with the Meshadditive.fx shader applied within the main model. Thats how they manage to have a ship model with all the bells and whistles. Am I getting it now? I was kinda suprised to find the window texture on the Interceptor 4 was from the jawa sand crawler! So the last thing I hate to ask (as I dont have 3DS) but have to know is does the desired shader effect for each mesh get chosen in 3DS?

what do u mean get the desired shader effect for each mesh? Wouldn't that be UVW mapping in 3ds max or any other modelling program?