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Topic: Custom smoke textures |
AFirstTImeMapMaker |
General Member Since: May 30, 2011 Posts: 214 Last: Oct 27, 2018 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, Dec. 29, 2011 10:27 pm |
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Do you mean, look at the material file? or can I port the material file over to COD2?
When I look at the material file, all I see is the settings they use, very basic though, like they used the effect option in asset manager, and they enabled Zfeathering.
But here is another question, I can not get rid of the black back-round behind one of the textures that I am using for effect editor.
I am using the correct settings I used for the smoke texture, but I cant seem to get rid of the black background
I cant take a picture of it in effect editor cause its a flickering texture.
But here is the settings in asset manerger
Link to picture
http://imageshack.us/f/807/assetmanager.png/
I cant use the 2d option cause it wont show in effect editor. |
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Tally |
General Member Since: Apr 21, 2005 Posts: 819 Last: Oct 26, 2012 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Dec. 30, 2011 12:44 am |
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The best thing for you to do is to zip up your .EFX file, the smoke shader you want to use, then post a download link. I will have a stab at getting it to work for you, and post a brief tutorial to explain how I did it.
I'm choosing to do it this way, because smoke FX can either use zfeathering, use basic zfeathering, or use zfeathering with Atlas sprites. Until I see the shader you are wanting to use, in conjunction with the .EFX file settings you want to use, it will be tough to post an explanation what you need to do to get it all to work. |
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AFirstTImeMapMaker |
General Member Since: May 30, 2011 Posts: 214 Last: Oct 27, 2018 [view latest posts] |
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Tally |
General Member Since: Apr 21, 2005 Posts: 819 Last: Oct 26, 2012 [view latest posts] |
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Tally |
General Member Since: Apr 21, 2005 Posts: 819 Last: Oct 26, 2012 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Dec. 30, 2011 01:50 am |
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attachment: application(12.6Kb) |
Ok, see attachment. That includes a test IWD all ready to go.
There were 2 problems:
1. Your .EFX file contains functions not supported by COD2. I stripped out all the ones I could see, and the FX plays in a mod, but crashes the effects Editor after about 5 seconds, reporting an unknown function. So, I have missed at least one, maybe more.
2. Your shader didn't have a proper alpha channel. If you check out the new one I supply, you will see that it is simply the color map pasted into the 1st alpha channel. That is pretty much all you have to do for most FX shaders - just copy and paste from your color map.
I included the .GDT file showing the Asset Manager settings. Pretty basic, I didn't change any default settings. |
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AFirstTImeMapMaker |
General Member Since: May 30, 2011 Posts: 214 Last: Oct 27, 2018 [view latest posts] |
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Sevenz |
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General Member Since: Apr 24, 2006 Posts: 2390 Last: May 10, 2013 [view latest posts] |
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Tally |
General Member Since: Apr 21, 2005 Posts: 819 Last: Oct 26, 2012 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Dec. 30, 2011 10:42 am |
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AFirstTImeMapMaker writes...Quote: How do I add a proper alpha channel to future shaders? and copy and paste from my color map?
But thank you for helping me :D
edited on Dec. 29, 2011 07:28 pm by AFirstTImeMapMaker
It's quite simple - just a few key strokes in Photoshop:
1. Go to Layers > flatten image.
2. Layers > duplicate layer.
3. Select the duplicate layer, then CTRL + A to select the whole image.
4. CTRL + X to delete.
5. Go to the layers palette, and click on the channels tab.
6. Click the little icon to create a new alpha channel.
7. Press CTRL + V to paste your duplicate color map into the alpha channel.
This works for any image, and pasting into the alpha channel will render it in Greyscale. However, this auto conversion process wont always give a good representation for a true alpha channel, so you will have to play around with the greyscale image to get it just right. You can do that by dragging it over to a new layer and editing it there. |
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AFirstTImeMapMaker |
General Member Since: May 30, 2011 Posts: 214 Last: Oct 27, 2018 [view latest posts] |
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Tally |
General Member Since: Apr 21, 2005 Posts: 819 Last: Oct 26, 2012 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Dec. 30, 2011 11:36 pm |
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AFirstTImeMapMaker writes...Quote: hmm, I am using Photoshop today and I am getting the alpha correct I think, here is a photo of the alpha channel
but still has the black backround on the shader in radiant and effect editor.
No, that isn't right. Alpha channels work like a negative - black blocks out light; white lets light (i.e. the image) through. That is why you are getting the black background - because most of the image is white - which will show the image through, and that is your black background.
So, all you have to do is invert the alpha channel image in PS*, which will switch white for black, and black for white.
*To invert the image, select it, cut it out, paste it onto a new canvas, then press CRTL + I to invert it. Then cut it out and paste it back into the alpha channel. |
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