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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
Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 01:36 am
attachment: image(73.7Kb) image(23.7Kb)
Hey dear community!

I'm trying to create a texture with an alpha channel. I followed the video tutorial "Video: Textures 102" of the CoD2 download section. I think I did it all right, but anyway I get this problem:

It doesn't apply the alpha channel I made in Photoshop. It's like it lets the half of the background colors pass all over the texture (see first enclosed file), when the alpha channel should only be black at the corners and completly white at the center (see second enclosed file).

I hope somebody can help me with that :)

Kind Regards,
Leal
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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: Sunday, Jul. 17, 2011 09:15 am
I haven't mapped for CoD2 so I'm not sure how texturing works, but you should save the texture as a 32bit TGA file.

In CoD4 you have to compile the texture and turn it into an IWI file. If this is also the case for CoD2, then make sure to select Alpha Blend and save in the DXT5 format.
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serthy
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Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
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Level 5
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 09:18 am
in PS it looks like that the white is your alpha channel, but u wanted to have te black as alpha
try to switch the black into alpa and the white delete the alpha channel
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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: Sunday, Jul. 17, 2011 12:02 pm
Oh, the mistake was that when compiling the texture, on blendFunc firstly I selected Add, but like cskiller86 said it needs to be Blend. Thank you!

I think this would mean that the tutorial is wrong at this part.

serthy, the alpha channel seemed to be write, the black part is invisible, the white part is visible.
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Leal
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Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 17, 2011 12:58 pm
attachment: image(92.5Kb)
A last question: is the configuration of the enclosed file right to get bullet marks on the texture? Well I gues not becaues it doesn't ^^, so how what do I need to change?
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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: Sunday, Jul. 17, 2011 07:10 pm
all textures receive impact marks, except those who have "nomarks" property set (special surface options in asset manager).

if you don't get the marks and the nomarks option is unticked, compile lights on normal (untick fast and high). I believe impact marks were not showing if lights compiled on fast. Perhaps reflections are needed too?
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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: Sunday, Jul. 17, 2011 08:14 pm
But I placed a carpet from the game beside my one, and this showed the bullet marks while my one didn't. Anyway, I'm compiling my map now with "Extra", "Verbose" and "ModelShadow" ticked. Let's see when it finishs.
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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: Sunday, Jul. 17, 2011 08:32 pm
Okay, the compilation type of the map doesn't change this.

And now comes something I don't understand: if I compile my texture (which has an alpha channel) with blendFunc as Replace (then the alpha channel is not applied) or Add (then the texture is shown with this wierd alpha channel I showed before) the bullet marks are shown. But if I select Blend in blendFunc it displays my alpha channel well, but it doesn't show any bullet mark... what the hell is happening?

What do you select when you compile an alpha texture, Add or Blend?
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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: Sunday, Jul. 17, 2011 09:48 pm
blend is correct for an alpha-channel texture.

Hm, interessting that the impact marks work on solid textures... you should set surfaceType to glass (if not already) and also try the "transparent" special surface property. In addition, add a clip glass-textured brush in radiant and let it sorround your window pane.

Another solution could be to create a thin brush with the small borders textured with caulk and the remaining two large sides with your glass texture.

Alpha-textures are a bit special, they work properly when put on top of a solid-textured patch or brush. But just alpha-texture can be tricky...

At least it doesn't seem to have to do with the actual impact fx. In code_post_gfx_mp.csv there is this line:
impactfx,default
So you shouldn't need to include any impact fx stuff in your zone file, 'cause it's already loaded with the core files.

//edit:
I forgot to mention: always create materials like glass with asset manager, other converters lack support for all the material properties. Make sure you got all material files of custom textures in zone file and compiled into your fastfile!
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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: Sunday, Jul. 17, 2011 10:08 pm
I think you mixed up this topic with the topic of the glass :P.

What I try to do here is a carpet. But it's not regular at the edges, that's why I need the alpha channel.

Aha so you mean they are supposed to be used as decals? Makes sense, because then if you shoot you get the bullet mark of the surface behind. Like the posters of carentan or something like that.

Yes I always use the Asset Manager.

P.D.: If you look at the texture "egypt_cloth_bed" you see that it is a cloth surface type texture like my one and with an alpha channel. And if I shoot, I get the the bullet marks of the floor which is below. So this is a decal, right? I guess the only thing I can do is to make my texture as a decal, too. How do I do that?
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