EpicBlu Posted January 11, 2014 Author Share Posted January 11, 2014 Sorry that I completely stopped responding. I had a computer hiccup. Anyways, I've been messing about with the alpha layer; what I tried was loading up the dds texture into GIMP and then editing it via a hue layer. Where am I messing up? Link to comment Share on other sites More sharing options...
lazyskeever Posted January 11, 2014 Share Posted January 11, 2014 I'm not very experienced with GIMP. But I do know in Photoshop that the alpha layer should be unchecked/hidden when saving. Are you doing that? Link to comment Share on other sites More sharing options...
EpicBlu Posted January 11, 2014 Author Share Posted January 11, 2014 (edited) This is what the layer looks like: http://i.imgur.com/KGq2jJ0.png EDIT: Yes, the alpha layer is hidden; furthermore, I turned opacity to full on every layer, but I'm still getting the white shell problem. I'm completely at a loss. Edited January 11, 2014 by EpicBlu Link to comment Share on other sites More sharing options...
EpicBlu Posted January 12, 2014 Author Share Posted January 12, 2014 Okay; the problem, it seems, is directly with GIMP - or moreover, the way I'm saving it. On a hunch, I loaded up the default texture and then exported it before using it in the spell. I still had the white-shell problem. I'm going to fiddle with this and see what the problem is. Link to comment Share on other sites More sharing options...
EpicBlu Posted January 14, 2014 Author Share Posted January 14, 2014 No luck. Either GIMP simply isn't equipped to save this sort of texture properly, or I'm just not doing it right. Link to comment Share on other sites More sharing options...
Salvostramus Posted January 15, 2014 Share Posted January 15, 2014 (edited) Thread link This is where I mention how I changed the flames spell color. If you think it is GIMP, you can try Photoshop. Since Adobe is on the Creative Cloud subscription model now you can use Photoshop completely legit for $20 a month. The main things you want to look for in NIFscope are the particle system for the effect, and the TriShapeNode for the projectile. [Edit] I may make a short video tutorial on this subject. Edited January 15, 2014 by Salvostramus Link to comment Share on other sites More sharing options...
pheo3309 Posted January 16, 2014 Share Posted January 16, 2014 Shouldn't be GIMP as that's what I used for my textures for the new colors of Sparks, or rather spells like Sparks. And thank you for updating that thread Salvo! That's where I got stuck on through Sparks, I decided to throw my hands up in the air, looked at Apocalypse Spell Package and then decided to message the spell master himself. Flame spells are a bit tricker from what I hear. Also, if you make a video, I'll try and contribute as well once I finish my edits on this mod up. :o Link to comment Share on other sites More sharing options...
Salvostramus Posted January 16, 2014 Share Posted January 16, 2014 (edited) I am making the video as we speak. Recoloring the impact data is oddly proving to be the most work intensive part, and took a bit of research to figure out. Final video will end up being about 45 min of instruction. Edited January 16, 2014 by Salvostramus Link to comment Share on other sites More sharing options...
EpicBlu Posted January 17, 2014 Author Share Posted January 17, 2014 As long as I can figure this out, I don't care if it's two hours; thank you for taking the time to clear this up, because I've been trying to get this right for about a week. Link to comment Share on other sites More sharing options...
Salvostramus Posted January 18, 2014 Share Posted January 18, 2014 (edited) Grr, having audio sync issues with the video, still working on it though. Editing the impact data is a bit more tricky and I'll do that in a part two. Word to the wise: Never record a tutorial in a codec that uses spatial or temporal compression if you intend to edit it before uploading. :( Edited January 18, 2014 by Salvostramus Link to comment Share on other sites More sharing options...
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