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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: Custom smoke textures
AFirstTImeMapMaker
General Member
Since: May 30, 2011
Posts: 214
Last: Oct 27, 2018
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 27, 2011 11:02 pm
I want to add custom smoke textures for FX's and I am not doing it correctly since it shows up all weird in effect editor, how do I properly add a smoke textures? what settings do I use?
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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: Wednesday, Dec. 28, 2011 04:59 pm
please post screenshots of EffectsEd and AssetManager!
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AFirstTImeMapMaker
General Member
Since: May 30, 2011
Posts: 214
Last: Oct 27, 2018
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 28, 2011 09:10 pm
Okay, here they are

effect editor:

The COD2 effects appear fine, its just with the custom effect

Asset manager




Links to the photos

Effect Editor:
http://img214.imageshack.us/img214/8813/smokezo.png

Asset Manerger
http://imageshack.us/photo/my-images/14/smoke1x.png/

edited on Dec. 28, 2011 02:11 pm by AFirstTImeMapMaker
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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: Wednesday, Dec. 28, 2011 10:25 pm
looks like sharp alpha =DXT3, but not in your case, as you obviously use tga, still: are you sure you got a proper image file?

did you try the default alphaTest? GE128 isn't required as far as i know (and might cause the sharp alpha thingy...)

perhaps blendFunc add instead of blend?

edited on Dec. 28, 2011 03:25 pm by Sevenz
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Deactivated Account
Since: Jan 1, 1970
Posts: 5
Last: Feb 15, 2012
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Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 28, 2011 10:57 pm
Sevenz writes...
Quote:
looks like sharp alpha =DXT3, but not in your case, as you obviously use tga, still: are you sure you got a proper image file?

did you try the default alphaTest? GE128 isn't required as far as i know (and might cause the sharp alpha thingy...)

perhaps blendFunc add instead of blend?

Yes, I still have the original image file, in DDS forfat though, should I convert it to DXT3? cause the image file is in DXT3

edited on Dec. 28, 2011 03:25 pm by Sevenz
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AFirstTImeMapMaker
General Member
Since: May 30, 2011
Posts: 214
Last: Oct 27, 2018
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Level 4
Category: CoD2 MP Mapping
Posted: Thursday, Dec. 29, 2011 03:04 am
What I meant was,
I have the original file, in dds format, its in DXT3, should I convert it to DXT5?
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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: Thursday, Dec. 29, 2011 12:58 pm
converting DXT3 to DXT5 won't bring anything back, like converting a grayscale image to a color image (still black and white).

you say you're using an "original file", a stock smoke texture or what is it?
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
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Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Dec. 29, 2011 02:40 pm
Try changing the materialType in Asset Manager from "effect" to "2d".
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AFirstTImeMapMaker
General Member
Since: May 30, 2011
Posts: 214
Last: Oct 27, 2018
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Level 4
Category: CoD2 MP Mapping
Posted: Thursday, Dec. 29, 2011 04:10 pm
Sevenz writes...
Quote:
converting DXT3 to DXT5 won't bring anything back, like converting a grayscale image to a color image (still black and white).

you say you're using an "original file", a stock smoke texture or what is it?


W@W smoke texture
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Dec. 29, 2011 04:55 pm
AFirstTImeMapMaker writes...
Quote:
Sevenz writes...
Quote:
converting DXT3 to DXT5 won't bring anything back, like converting a grayscale image to a color image (still black and white).

you say you're using an "original file", a stock smoke texture or what is it?


W@W smoke texture


If you're using an original shader, then also use the accompanying original materials file that goes with it. No point re-inventing the wheel.
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