Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » My little project
My little project [message #333846] Sat, 07 June 2008 12:10 Go to next message
Spyder
Messages: 1070
Registered: March 2006
Karma: 0
General (1 Star)
I am currently reskinning all renegade maps. I want to give all non-desert maps a desert skin by replacing their originals. But there is one problem. Some skins like:
hpad_bolt.dds
l03_rock02.dds
and some more, turn black when I replace them. I also tried to remake the whole file with the correct settings, but still they're turning black. Does someone know a working solution for this?

I found out that this problem mostly occurs with 128x128 resolution texture files.
Re: My little project [message #333866 is a reply to message #333846] Sat, 07 June 2008 13:01 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
Messages: 888
Registered: April 2007
Karma: 1
Colonel
The size shouldnt matter it is the way you export it.

Look in xcc what the original dxt format of the picture is (dxt1,dxt5)

What I do is save the file I want to replace as tga with the same filename and I think these textures are dxt1. Now the textures turn black due to the alpha channel. What will work is this, export the tga file as -1dxta.

It should work that way.
Re: My little project [message #333867 is a reply to message #333846] Sat, 07 June 2008 13:07 Go to previous messageGo to next message
Spyder
Messages: 1070
Registered: March 2006
Karma: 0
General (1 Star)
Could you explain it a bit more clearly?

[Updated on: Sat, 07 June 2008 13:42]

Report message to a moderator

Re: My little project [message #333888 is a reply to message #333867] Sat, 07 June 2008 14:21 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
Messages: 888
Registered: April 2007
Karma: 1
Colonel
TCUSniper wrote on Sat, 07 June 2008 15:07

Could you explain it a bit more clearly?


Ill try

When you make you texture replacement the best way is to extract the .dds file as .tga with xcc mixer

Then you edit it and save it (now it is still a .tga)

Use a tga to dds converter (dds utilities/nvdxt from nvidia any other would also do perfect)

Before you convert it you check in xcc mixer the dxt fromat that the original texture was it will state -dxt1/-dxt5

Now you goto your dds converter and convert the file to the appropriate -dxt format. If I say it correct you should use -dxt1a because it has a 1 bit alpha channel (duno if I put that correct) I always convert my textures to -dxt1a and they never turn out black.

The black effect you saw has to do with the alphachanneling of the texture and if you use -dxt1a you shouldnt have any problems.
Re: My little project [message #333964 is a reply to message #333846] Sun, 08 June 2008 01:24 Go to previous messageGo to next message
Spyder
Messages: 1070
Registered: March 2006
Karma: 0
General (1 Star)
I tried it, but it's still turning out black...
I'll post the skins for you so you can check them out.

l03_rock2.dds needs to be replaced with l10_sandruff.dds
hpad_bolt.dds needs to be replaced with l05_stone1.dds
hnd_cndt.dds needs to be replaced with l05_stone1.dds

And something more. If you can fix it, please tell me how you did it.

Here's a link to the textures since it won't let me attach the file...

http://www.renhelp.net/uploaded/user/TCUSniper/textures.zip

[Updated on: Sun, 08 June 2008 01:26]

Report message to a moderator

Re: My little project [message #333974 is a reply to message #333846] Sun, 08 June 2008 02:01 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
Messages: 888
Registered: April 2007
Karma: 1
Colonel
What I did is this I opened both files with Paint.net (any other program would do)

I copy the new texture to the old one I had to resize l05_rock to fit in the 128x128 size (You could try to keep it 256x256 but I never tried that)

after that I make sure I save it as a 32-bit tga file

Now the tga file is done at 128x128

Now use Xcc Mixer and goto the always.dat and look op the original hpad_bolt.dds Xcc Mixer tells you in the right screen which dxt format it is. You need to write it down or remember it. Hpad_bolt.tga was dxt format 1.

Now grap a a tga->dds converter. I strongly suggest you use dds converter 2 or Nvdxt. Both are found on the nvidia site or you can google them.

Now you have to convert the file with -dxt1a that is the lowest format with a one bit alpha channel. (more alpha bits will blackout the texture)

http://i56.photobucket.com/albums/g161/BrianOcho/ScreenShot884.png

I hope you know that the hpad_bolt.tga is the edge around the barracks. As you can see it works this way. Ill add the file for you.
Re: My little project [message #333991 is a reply to message #333846] Sun, 08 June 2008 04:01 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
Messages: 3069
Registered: August 2007
Karma: 0
General (3 Stars)
Permabanned for trying and failing DDoS
weird Autorifle (o_O")
Re: My little project [message #333997 is a reply to message #333846] Sun, 08 June 2008 04:39 Go to previous messageGo to next message
Spyder
Messages: 1070
Registered: March 2006
Karma: 0
General (1 Star)
You saved it as a 32bit? I kept on saving the tga as 24 bit... Think that might be the problem.
Re: My little project [message #334004 is a reply to message #333997] Sun, 08 June 2008 05:03 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
Messages: 888
Registered: April 2007
Karma: 1
Colonel
TCUSniper wrote on Sun, 08 June 2008 06:39

You saved it as a 32bit? I kept on saving the tga as 24 bit... Think that might be the problem.


srry forgot that it has to be 32bit indeed.
Re: My little project [message #334008 is a reply to message #333846] Sun, 08 June 2008 05:29 Go to previous messageGo to next message
renalpha is currently offline  renalpha
Messages: 1000
Registered: January 2007
Location: Holland - Zuid-Holland - ...
Karma: 0
General (1 Star)
nais gun

Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: My little project [message #334010 is a reply to message #333846] Sun, 08 June 2008 05:32 Go to previous messageGo to next message
Spyder
Messages: 1070
Registered: March 2006
Karma: 0
General (1 Star)
even as a 32 bit image it's still not working Sad

Got msn or anything like it? Might work better to explain it
Re: My little project [message #334011 is a reply to message #333846] Sun, 08 June 2008 05:35 Go to previous messageGo to next message
renalpha is currently offline  renalpha
Messages: 1000
Registered: January 2007
Location: Holland - Zuid-Holland - ...
Karma: 0
General (1 Star)
export dds

XCC shows you in which format you have to export.


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: My little project [message #334014 is a reply to message #333846] Sun, 08 June 2008 05:57 Go to previous messageGo to next message
EA-DamageEverything
Messages: 423
Registered: January 2005
Location: Germany
Karma: 0
Commander
Most surface skins are in DXT1a and 24bit. You should keep the original resolution too. Common ones are 128x128 and 256x256. The sky for example is 512x512 (and DXT5!). Walls, Interior and ground are DXT1a and almost all come in 256x256.

Quick example, my Crate skin here=
Re: My little project [message #334083 is a reply to message #333846] Sun, 08 June 2008 13:07 Go to previous messageGo to next message
Spyder
Messages: 1070
Registered: March 2006
Karma: 0
General (1 Star)
Still not working...
Re: My little project [message #334113 is a reply to message #333846] Sun, 08 June 2008 16:19 Go to previous messageGo to next message
saberhawk
Messages: 1068
Registered: January 2006
Location: ::1
Karma: 0
General (1 Star)
*skips past rest of thread*

Textures that are already in always.dat (or any other mix file) cannot be replaced with "loose" (aka in data folder directly) or "packed" (in another mix file than they appear) textures that are different in size or format. Any difference gives you a black texture because loading of the texture failed.
Re: My little project [message #334193 is a reply to message #334113] Sun, 08 June 2008 23:11 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
Messages: 888
Registered: April 2007
Karma: 1
Colonel
Saberhawk wrote on Sun, 08 June 2008 19:19

*skips past rest of thread*

Textures that are already in always.dat (or any other mix file) cannot be replaced with "loose" (aka in data folder directly) or "packed" (in another mix file than they appear) textures that are different in size or format. Any difference gives you a black texture because loading of the texture failed.


Yes they can be replaced with "loose" (aka in data folder directly. Plus if Renegade cant find the texture why would it turn black?

The blackout has the do with the alpha(channel) of the texture not whit the loading. (You would rather end up getting westwood logo's than a black texture)
Re: My little project [message #334196 is a reply to message #333846] Sun, 08 June 2008 23:19 Go to previous messageGo to next message
renalpha is currently offline  renalpha
Messages: 1000
Registered: January 2007
Location: Holland - Zuid-Holland - ...
Karma: 0
General (1 Star)
oh n0es
index.php?t=getfile&id=6841&private=0


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: My little project [message #334203 is a reply to message #334193] Mon, 09 June 2008 01:15 Go to previous messageGo to next message
saberhawk
Messages: 1068
Registered: January 2006
Location: ::1
Karma: 0
General (1 Star)
Reaver11 wrote on Mon, 09 June 2008 01:11

Saberhawk wrote on Sun, 08 June 2008 19:19

*skips past rest of thread*

Textures that are already in always.dat (or any other mix file) cannot be replaced with "loose" (aka in data folder directly) or "packed" (in another mix file than they appear) textures that are different in size or format. Any difference gives you a black texture because loading of the texture failed.


Yes they can be replaced with "loose" (aka in data folder directly. Plus if Renegade cant find the texture why would it turn black?

The blackout has the do with the alpha(channel) of the texture not whit the loading. (You would rather end up getting westwood logo's than a black texture)


lol, no. Shut the hell up if you don't know what you are talking about. I have been over the texture loading code *far* more times than you have. "Loose" textures CANNOT be a different format or size than textures already found in always.dat or different mix files. They *will* turn black because the texture *loading* code goes "oh shit, that texture isn't what I expected! I can't do anything D:" The WW logo texture is only shown when the texture isn't loaded yet, or the file doesn't exist. It doesn't show up when loading *failed* due to incorrect or mismatched formats...
Re: My little project [message #334395 is a reply to message #333846] Tue, 10 June 2008 01:02 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
Karma: 1
General (3 Stars)
do you plan on hex editing the maps .w3ds so skins conflict with other maps

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: My little project [message #334404 is a reply to message #333846] Tue, 10 June 2008 03:10 Go to previous message
Spyder
Messages: 1070
Registered: March 2006
Karma: 0
General (1 Star)
Nope I don't Listen
Previous Topic: Object Collision errors
Next Topic: Spectate
Goto Forum:
  


Current Time: Sun Nov 10 20:51:19 MST 2024

Total time taken to generate the page: 0.01194 seconds