4.36 Texture Templates
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@dema Hey thanks - this will help tremendously.
Cheers! -
@boomer said in 4.36 Texture Templates:
@dema Hey thanks - this will help tremendously.
Cheers!Pay attention, many squadrons have been already done, check DB. Of course improvement is always accepted
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How do I get textures to show on the alpha channel?
Iâm trying to put a patch on the fuselage but, when I save the DDS as DXT 3 it doesnât show. If I save as DXT 1 no alpha, it shows but, itâs all shiney around it. -
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@boomer not at that pc right now but, I believe I did try that and then everything was black. Iâll double check tomorrow,
Thanks -
Pay attention on dirt layer before creating the correct alpha.
The solution should be
uncheck the dirt layer (group)
define the alpha
check the dirt layer (group)
save in dxt5 with mipmapI say dxt5 cause if you use this way to have a logo on fuselage, I had some issues in the past saving in dxt1 specially if the 3d model is in the distance and zooming, you risk to have some greys dots around the logo you want.
Best Regards
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@dema Iâm using the tail template that you provided so, I am not creating any alpha channels. Iâve tried almost every combination saving the DDS. I get the logo on the fuselage but, the alpha channel areas shine brightly.
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@Badger This looks like the alpha channel is off your fuse artwork. This is what Dema alluded to with âdefine the alphaâ.
If I recall, the new templates moved all the spine art to the respective fuse skin texture file (eg: 2972.dds). So, the alpha channel will be completely âunmaskedâ on the tail template.
It looks like you âmaskedâ the entire area, so it shows up shiny.What you want to do is âunmaskâ only the area/pixels that are used on the artwork you are adding. So, say you make a new layer, add your art to the transparency section of the template, now you need to modify the alpha channel to unmask only those pixels.
The easiest way I found to do that (In photoshop) is to first make sure the âChannelsâ > âAlphaâ Layer is all black in the transparency section for the eg: the fuse, (may need to use the brush etc to color it all black), then go back to normal channels by selecting âChannelsâ > âRGBâ to show the regular colors again, and finally back to âLayersâ section,
You need to select all the pixel on the new art layer to mask them on the alpha, so hold CRTL and Left-click the layer with the art, then go to the âChannelsâ > âAlphaâ layer, and you should see the âselectionâ outlined in the black area. Hit delete (or brush with white) to unmask it.
Keep in mind, the new 4.36 fuse texture may already have artwork in the same area, embedded into the texture in another file, so keep that in mind and adjust the base fuselage texture file as necessary.
Feel free to send me the file in a PM if itâs still fighting you.
Cheers. -
Before next release, I am adding new details on F-16 skins with some missed parts and new layers, I hope to be able to finish the work in few weeks.
After that moment I will share the complete PSDs for the whole plane skins.
As you see in some squadrons now, me and Cougar we decided to add the logos on front DDS cause itâs more detailed and you donât fight with this alpha problems.
Also, as I told before, if you use this way you can have issues if you donât save in dxt5 for grey dots close the logo.But thereâs always a solution
Be patient I am preparing something new in the old
Best Regards
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@.boomer,
Although not how it worked on my version of PS, you gave me just the bit of info I needed to get it figured out. That and some you tube videos, trial and error.
Thanks for the pointers.@dema,
You gave me the parts to get started and a lot of help as well. Looking forward to what you will release next.
Thank you good sir.