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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: neon sign
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 Scripting
Posted: Monday, Aug. 27, 2007 03:33 pm
yes, because else you couldn't see the wall behind it.
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{GITS}Cleaner
General Member
Since: May 23, 2006
Posts: 778
Last: Apr 23, 2011
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Tuesday, Aug. 28, 2007 09:29 am
Is there a tutorial for making custom trasnparent textures using Photoshop?
I've searched but can't find anything.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoD2 Scripting
Posted: Tuesday, Aug. 28, 2007 10:23 am
this is from another thread, but it's for paint shop pro 9. it's worth looking for a demo of psp9 as i found it easier to make alphas in that than with photoshop, and gimp scares me. Might work with newer versions of psp - i haven't upgraded to a newer version though as i've heard they're pretty crap. This is for cod1, but it should be the same for cod2 aside from the asset manager stuff you need to do

--
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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{GITS}Cleaner
General Member
Since: May 23, 2006
Posts: 778
Last: Apr 23, 2011
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Tuesday, Aug. 28, 2007 10:51 am
Thanks DarkDilbert [wink]
I've downloaded a demo, I'll see what I can do [wink]
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{GITS}Cleaner
General Member
Since: May 23, 2006
Posts: 778
Last: Apr 23, 2011
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Wednesday, Aug. 29, 2007 02:41 pm
I've made the custom transparent texture, applied it to a brush then right clicked on the brush and made it a script_brushmodel

I think that's the correct way of doing it?

I'm just trying it with one letter to see if I can get it to work, I have a black transparent background and the letter H, in white, as the foreground.

Is it just the script that needs doing now? and using the Asset Manager I presume?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 Scripting
Posted: Thursday, Aug. 30, 2007 03:43 pm
the easiest way to see if it's the correct way is... by trying it...

If you've already used the textures in Radiant, there is no need to use the asset manager anymore, that's just for importing stuff into CoD/Radiant.
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{GITS}Cleaner
General Member
Since: May 23, 2006
Posts: 778
Last: Apr 23, 2011
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Thursday, Aug. 30, 2007 04:18 pm
Sorrry, of course, I've used the Asset Manager already to make the custom texture, I'm getting old [casanova]

This is my .gsc file, when I compile the map nothing happens to the sign, it just stays a black backgrund with the letter H on it.

I gave the script_brushmodel the target name, blinklight

Code:

main()
{
//maps\mp\my_map_name_fx::main();
maps\mp\_load::main();

setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

}

blink_light()
{
blinklight = getent ("blinklight","targetname");
blinklight hide();
wait (1);
blinklight show();
wait (1);
thread blink_light();

}
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