My little project [message #333846] |
Sat, 07 June 2008 12:10 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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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.
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Re: My little project [message #333866 is a reply to message #333846] |
Sat, 07 June 2008 13:01 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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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.
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Re: My little project [message #333888 is a reply to message #333867] |
Sat, 07 June 2008 14:21 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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TCUSniper wrote on Sat, 07 June 2008 15:07 | Could you explain it a bit more clearly?
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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.
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Re: My little project [message #334004 is a reply to message #333997] |
Sun, 08 June 2008 05:03 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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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.
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srry forgot that it has to be 32bit indeed.
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Re: My little project [message #334014 is a reply to message #333846] |
Sun, 08 June 2008 05:57 |
EA-DamageEverything
Messages: 423 Registered: January 2005 Location: Germany
Karma: 0
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Commander |
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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=
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Re: My little project [message #334113 is a reply to message #333846] |
Sun, 08 June 2008 16:19 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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*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.
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Re: My little project [message #334193 is a reply to message #334113] |
Sun, 08 June 2008 23:11 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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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.
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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)
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Re: My little project [message #334203 is a reply to message #334193] |
Mon, 09 June 2008 01:15 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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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.
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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)
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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...
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