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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: Need help with Tree texture
KillerKlown75
General Member
Since: Sep 27, 2006
Posts: 39
Last: Jan 31, 2008
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Level 2
Category: CoD2 MP Mapping
Posted: Saturday, May. 12, 2007 07:00 pm
I've followed Stryder's tutorials, but I can't get this texture to work how I want to. I've tried many different permutations in the asset manager, but I can't get the trees to show solid, with a transparent top (like how they look in the texture window)



Any ideas?
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
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Level 6
Category: CoD2 MP Mapping
Posted: Sunday, May. 13, 2007 07:14 am
Looks like an "Add" BlendFunc, like you would use for a wall stain or something. Did you try selecting "Blend" under BlendFunc?

Also, what method did you use to add your alpha channel?

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KillerKlown75
General Member
Since: Sep 27, 2006
Posts: 39
Last: Jan 31, 2008
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Level 2
Category: CoD2 MP Mapping
Posted: Sunday, May. 13, 2007 06:00 pm
Setting it to blend seems to work, however I now have another problem: If there is another tree brush behind one, it becomes transparent:


There's also a black line around the texture as well.

To create the alpha channel, I followed Stryder's tutorial and did it in Adobe:



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Morphisnb
General Member
Since: May 7, 2006
Posts: 466
Last: Apr 24, 2016
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Level 5
Category: CoD2 MP Mapping
Posted: Monday, May. 14, 2007 10:01 pm
On a similar note I noticed that not matter how I made my
alpha, my texture body was always a bit transparent against
another texture. So I went back to Stryders Tut.
(which is excellent) and noticed that his de-selected grate
was also a bit transparent .

You can see the Disco Dance Floor black line borders clearly through the main body of the grate.


No matter what I tried I couldn't get it completely solid.
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lukeuk147
General Member
Since: Jul 18, 2005
Posts: 23
Last: Jul 23, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Tuesday, May. 15, 2007 12:52 am
I had a similar problem with a texture i made but i found these settings seem to work:
blendFunc: Replace
alphaTest: GE128
polygonOffset: Static Decal

The rest I left default.
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KillerKlown75
General Member
Since: Sep 27, 2006
Posts: 39
Last: Jan 31, 2008
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Level 2
Category: CoD2 MP Mapping
Posted: Tuesday, May. 15, 2007 04:34 pm
lukeuk147, you're an absolute star! it worked a treat!! [thumbs_up]

edited on May. 15, 2007 12:35 pm by KillerKlown75
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
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Level 6
Category: CoD2 MP Mapping
Posted: Wednesday, May. 16, 2007 04:46 pm
lukeuk147, maybe you can post a small tutorial on how to do this. This will help a lot of people, and a nice graphical tutorial would make it all the better. [thumbs_up]
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All-Killer
General Member
Since: May 26, 2006
Posts: 140
Last: Nov 23, 2008
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 16, 2007 08:18 pm
Well, thats normal that the behind laying texture becomes transparant. Thats also with the stock tree textures (under foliage if im correct)
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lukeuk147
General Member
Since: Jul 18, 2005
Posts: 23
Last: Jul 23, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Thursday, May. 17, 2007 02:07 am
P.C.Invasion writes...
Quote:
lukeuk147, maybe you can post a small tutorial on how to do this. This will help a lot of people, and a nice graphical tutorial would make it all the better. [thumbs_up]


On how to do what exactly? I only advised on the asset manager settings, which is simply a couple of clicks.
Stryders Textures 102 video tut is a good place to start, it's just the settings used in asset manager weren't suitable for the example texture used imo.
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