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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Alpha Textures
narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Friday, Oct. 24, 2003 11:47 pm
ok someone called ME did do a tutorial [pimp]

you can use PNG or TGA

in a PNG the transparency is the area in which no color has been applied. THE COLOR WHITE IS NOT TRANSPARENCY! in photoshop you can erase all of the white background and visually determine if you have transparency or not -- there will be a checkerboard pattern.


to make a TGA

1. in photoshop paint your texture
2. click LAYER>FLATTEN IMAGE
3. use the "rectangular marquee tool" and select all of your image.
4. click EDIT>COPY
5. click the CHANNELS TAB
6. click the icon CREATE NEW CHANNEL (you now have Alpha 1)
7. click EDIT>PASTE, this will paste your image into the alpha channel.
8. if desired you can further paint in the alpha channel to suit your needs, black is full transparency, white is fully opaque.
9. click File>Save As>TARGA *.TGA
10. IMPORTANT!!! save it as 32 bits -- if you choose 24 bits the alpha channel will be deleted.


* now that you have a proper texture you NEED to make a custom shader for it to work
* you can make one with Q3ASE www.bpeers.com/software/q3ase/
* read the shader documentation qeradiant.com/manual/Q3AShader_Manual/
* it is helpful to unpack the original shaders and textures and look to them for examples


EXAMPLE SHADER

textures/armory/glass_wire
{
qer_trans 0.5
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm playerclip
surfaceparm monsterclip
q3map_material Glass
q3map_nolightmap
q3map_onlyvertexlighting
cull disable
{
map textures/armory/glass_wire
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 12:08 am
Nice one narc.

The only thing I was sure about was step 10. lol

Never heard of Q3ASE though, but I will give it a try and see how I get on.

Thanks.
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 12:52 am
its much better than the shader editor that was in the sof2sdk, i highly recommend it.
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 01:04 am
Ok I will download it now and try it out in the morning.

Hang on it is the morning... 2:00am [tired] lol

Thanks narc.
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Level 10
Admin
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 01:28 am
You should be able to go into the shaders file and find the code for the particular alpha texture you are working with. I had tried that also with a texture I made from a tute but like everybody else I couldn't get it to work. Say, do as oofunk suggests. Make your own alpha texture like you want layered like ravens. Find the shader code for that raven alpha texture and copy it to your shader file and see what happens.
I think I tried that part once but still failed.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 04:19 am
well here is the tutorial. its all covered A-Z. the shader part is a bit ambiguous but the Q3ASE is pretty easy to learn and has tutes for it. the program can show in realtime how the shader will look ingame. you will know if you got the blend functions right because the preview will show if its transparent or not. no need to use textpad or copy shaders from raven anymore really. now even a novice could make good shaders [cool]
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 11:07 am
Once again Narc comes through. Thanks buddy. Can't wait to give it a try.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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Scriptkiddy
General Member
Since: Feb 6, 2003
Posts: 93
Last: Jan 4, 2004
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 11:37 pm
I've tryed this tutorial but I got stuck at the part where to save it as a tga file. Because, I can't see tga files in Radiant [confused].

What do I need to do then? And do I need to use that shader prog? Or can I use your custom shader and edit that.
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Sunday, Oct. 26, 2003 01:22 am
if you cant see tga in radiant dont worry, just make a copy of it as a jpg for when editing in radiant and put the TGA into the sof2 game location. -- you can make a shader any way you like, it doesnt matter as long as one gets made :)
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Scriptkiddy
General Member
Since: Feb 6, 2003
Posts: 93
Last: Jan 4, 2004
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Sunday, Oct. 26, 2003 02:54 pm
Ok, I have used your shader and created my texture and now, I can look trough my texture like a glass texture :P.

What shader do I need to make for the white parts to be transparent?

And another little question, what I did:

1. I created my texture in Photoshop like in the tut.

2. I saved it as a tga AND afterthat, I copied it and saved it as a jpg file.

3. I loaded Radiant, and placed the jpg file in the level.

4. I deleted the jpg file and put the tga file in my pk3 package in the proper texture folder.

Is this the proper way to do this? Or am I doing something wrong? [ohwell]
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