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putting rips and tears in geralts shirt


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trying to edit a texure to put holes and tears in a shirt but the riped area is showing up as colored in black like the alpha channel does not work or this game handles transperancy some other way? anyone know how to get rid of areas like removing sleeves and such? i can change the colors eaily but what i am trying to do is probably way more advanced then my knowledge

 

im using the quickbms and nv compres/decompress tools and all that i got that down just dont know which of the 3 files (the actually texture, an "n" file and an "s" file) to change since the end resulting tga files all seem to come with an alpha channel

 

sorry if this sounds confusing but its the best i know to describe my problem

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Place your alpha channel in the texture dds, not in the normal map. The Alpha channel in normal maps define glossiness, I guess that is why your supposed invisible parts are instead black. Edited by Montbello Knight
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compressing the tga back to dds with nvcompress the alpha channel gets stripped it seems like

 

editing the dds directly seems to render it void when trying to convert it back to xbm gets errors maybe i can uncompress the edited dds then recompress it lol worth a try i guess worst is it wont work

Edited by adinaq
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I'm curious about this one. If you remove sleeves, or put rips in his shirt, don't you just get a hole right through Geralt? I haven't actually tried this, but I was under the impression that the clothes were his body, not a layer on top of it.

 

So I'd have thought you'd have to replace with skin (with the appropriate normal map) rather than making an alpha channel.

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  • 5 months later...

I have ascertained that nvcompress is not suitable for files DXT5. Besides, the alpha canal(channel) is removed.

 

Photoshop is suited better.

 

By the way, all files should be always stored with Mipmaps.

 

If the Mipmaps are absent(missing) there is with the compression too.xbms mistake.

 

Greetz

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