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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Alpha channel texture
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 10:36 pm
no glass, my bad! [crazy]

isn't a decal basically a texture with alpha channel, but hard alpha (black and white, no gray or only a little bit)?

impact marks are decals as well, they need an extra sort setting. The kind of decals you talk about don't i think... I believe the reason why the impact marks show on stock textures is, that there's a solid texture (DXT1, no alpha) underneath as 'base' to receive impacts.

if you got photoshop, you should have a look at the stock files. you can use Regolith's IWI_X_DDS converter: http://diegologic.net/CoD/iwi_x_dds.htm

The important steps are explained here:
http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Textures
The channels are changed, so you need to edit the dds-output a bit.

GIMP might also work, but i'm not familiar with it so i can't test for you.
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD2 MP Mapping
Posted: Monday, Jul. 18, 2011 03:41 pm
Maybe there's a problem with the cloth surface type. Try changing it to something else (something similar) and see what happens.

Also, you said that decals work if blendFunc is Add.
Then use these settings:
blendFunc: Add
alphaTest: Always
depthTest: GreaterEqual

If it doesn't work, try the other settings for alphaTest.
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Jul. 19, 2011 03:54 pm
I'm getting crazy with this alpha texture. I opened "egypt_cloth_bed" which is a texture with an alpha channel and is a type carpet with surface type cloth with Photoshop (after exporting it with the tool Sevenz gave me) and it is same built as my texture.

I tested all what you said cskiller, and it doesn't work. It's like there wouldn't be collision, because the bullet mark is shown behind the texture (I moved it a bit up and the mark is shown at the ground).

Could somebody help me with that please?
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Tuesday, Jul. 19, 2011 04:55 pm
is the patch or brush surface with your decal assigned on perfectly aligned with the underlaying surface? (same plane, exactly in the same depth)
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Jul. 19, 2011 06:23 pm
attachment: image(130.0Kb) image(175.4Kb) image(121.8Kb)
Okay, I came to the next conlcusion:

My carpet:
- If you shoot at the black part of the alpha channel, the bullet marks are shown on the texture and below (on the ground), see first attached file.
- If I try to use it as a decal (placing the texture exactly in the ground) it doesn't work well, see second attached file.

Game carpet (egypt_cloth_bed):
- If you shoot at it, the bullet mark is shown always on the ground (behind the texture) AND you see the mark through the texture so it seems to be on it .
- You can't find the texture under the "decal" locale folder on Radiant, but it seems to work as one.
(for both points look at the last attached file.)

So, what to do now? The wierd thing is the thing with the egypt_cloth_bed. It is under the "locale: cloth" in Radiant, but not under "decals".
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD2 MP Mapping
Posted: Wednesday, Jul. 20, 2011 03:23 pm
For the flickering problem, you have to change the sort from default to decal top level 3 (or something like that). Although, that was the setting in CoD4 Asset manager, not sure if it's the same in CoD2.
That will eliminate z-fighting (flickering).
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