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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Changing in game billboards
tyler811
General Member
Since: Oct 30, 2006
Posts: 54
Last: Dec 26, 2010
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Aug. 2, 2007 03:36 am
playername writes...
Quote:
Ok i just use DDS converter 2.1 also, but i found out that you have to make the jeg 1024X1024. Save in as .dds DCTX5 and 7 mip_maps. (i think it was 7)



You make the size according to what size picture you are replacing. One decal I replaced was 512x512
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macklebee
General Member
Since: Dec 6, 2006
Posts: 104
Last: Aug 24, 2008
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Aug. 2, 2007 06:25 am
i guess i am missing something here...

if you are making a new custom decal (meaning there is a black background that is transparent in the game) not replacing an existing one, how can you get the transparency?

Using Gimp I made one, and it looks correct in Radiant (transparent background), but when in the game the background still appears black? and whenever i make mipmaps and try to save the image I get a error message saying that it appears to be a volume map and cannot create it..

thats why I was asking if there was anyone out there that could do a tutorial on how to make a decal for CoD using GIMP...
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD Mapping
Posted: Thursday, Aug. 2, 2007 07:08 am
hay, i did a poster thing that replaces the decal@hotel_lafaire.dds for my zombie mod, wat i did was this: get the original decal and open it in photoshop, go to File > Place and get the image u want to use, resize it and move it around then press enter and save as a dds - i saved as a DXT5 with mipmaps as thats wat the original was
put it in a pk3 in textures\normandy\decals and thats it
i like to think that were alpha is, it 'burns' through the image so alpha is always there.. if u know wat i mean
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoD Mapping
Posted: Thursday, Aug. 2, 2007 12:03 pm
can't remember the photoshop way of doing it, but if you can find a functioning demo of paintshop pro 9 you can try this


create a new image with the dimensions of the original lafaire decal
draw your clan's logo and all that
copy it, paste as new image, and make it greyscale

in the greyscale image, whatever parts of it you want to show paint white, and whatever you want to be transparent paint black, values in between will have degrees of translucency

go to layers - new mask layer - from image - source luminance, then press ok

go to layers again - load/save mask - save mask to alpha channel then press save (mask name doesn't matter at this point)


on the original image:

go to layers - load/save mask - load mask from alpha channel and press ok (fit to canvas and show all mask should be ticked)

go to layers again - load/save mask again - save mask to alpha channel. In the name box type "Alpha Channel 1" without the quotes and save

in the layers window, right click on the mask and delete it - press no when it asks if you want to merge it to the layer below

save it as dds or tga. tga works best for images with a lot of high contrast detail. dds is a lossy format, but is more gpu friendly and gives a smaller file save.

if tga - click on options in the save box, and choose compressed and 24bits

if dds - click save, let it merge if it asks, then choose DXT3 or DXT5 (DXT5 always works best for me), Generate Mipmaps, Box Filter, and then save.

And that's it
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tyler811
General Member
Since: Oct 30, 2006
Posts: 54
Last: Dec 26, 2010
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Saturday, Aug. 4, 2007 01:29 pm
I wound up doing several for my mod but it appears to laggy now. Will to many of these make the server laggy?

Also take a couple of decals from localized pak1/textures/Normandy/decals and some from pak3/textures/normandy/decals, can you put them both in same textures/normandy/decal folders or should you put the actually pk3 file name in front them also? Thanks Jim
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Saturday, Aug. 4, 2007 01:44 pm
Try it and find out.

you should make a seperate .pk3 file, with your new texture in it, all in the textures/normandy/decals folder.
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tyler811
General Member
Since: Oct 30, 2006
Posts: 54
Last: Dec 26, 2010
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Saturday, Aug. 4, 2007 03:35 pm
The_Caretaker writes...
Quote:
Try it and find out.

you should make a seperate .pk3 file, with your new texture in it, all in the textures/normandy/decals folder.

Thanks Caretaker I will try that but can I put them the mod pk3 or keep that texture pk3 seperate from the mod pk3 Thanks Jim
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