Kolya on 6/6/2006 at 08:11
I wouldn't use white for transparaency unless you're 100% certain you don't use white as a color in the texture. Usually 255,0,255 is used.
Eldron on 6/6/2006 at 08:24
Don't let ANY other color go to the transparencycolor when you downsample the image to 8bit.
And if you're using photoshop, hoho, it has a funny way of making the color you don't want as transparent, transparent. :P
FunkyG on 6/6/2006 at 09:09
Quote Posted by Eldron
And if you're using photoshop, hoho, it has a funny way of making the color you don't want as transparent, transparent. :P
Ah, i'm using photoshop CS2... what would you recommend?
Kolya on 6/6/2006 at 10:54
1. Downsize to 256x256
Make sure not to save the PSD file from hereon!
2. Go to [Image-->Mode-->Indexed Color...]
3. Click OK, when asked if you want to "Merge visible layers and discard hidden layers?"
4. Choose Palette "Local Selective", "256 colors" and from the "Forced:"-dropdown choose "Custom..." (Transparency: None(!), Matte: None, Dither: None or Diffusion for some pics with gradients)
5. An empty colortable comes up showing the forced color entries. Leftclick the first entry and enter the hexadecimal value #ff00ff (or R:255,G:0, B:255). Click OK for the chosen forced colortable and OK again for the Indexed Colors dialogue box.
(By default the chosen table of forced colors will be used in future until you change it. Just leave the "Forced: Custom" option.)
6. Save the file as Compuserve gif, Row order: Normal.
7. Close the file and open your PSD file again. Alternatively in the History palette click on the entry before "Image Size".
Nameless_Voice on 6/6/2006 at 11:20
The Psi Amp glow still looks too green to me.
FunkyG on 6/6/2006 at 11:48
Thanks guys...
I've moved onto trying to get the wrench working...
I've made my model,
Used the original .3ds model as a base and modelled around it with my own mesh... when i was done i renamed my mesh to the name of the original then deleted the original... i left all 5 Jx objects (J0 J1 J2 J3 J4) in their current position so they are in my mesh.
basic coloring...
then export as .3ds
N3ds2e wrench_h.3ds
BSP wrench_h.e
sshock2.exe...
When i get into my game and select the wrench it appears as a static object attached to the camera in a stretched out position (as in the 3ds model)... What this means is i can see the arm/wrench... but if i turn 90 degrees... its stayed where it originally was and disapears off screen.
If attack with the wrench selected the camera does its swinging motion, the sound is played but the model just stays where it was... Did i forget a step? something to do with bones/joints/animation.
Shown here is the model as it sits in MAX.
Inline Image:
http://i70.photobucket.com/albums/i101/funkyG85/wrench.jpg
Nameless_Voice on 6/6/2006 at 12:43
Sounds like you have no limit planes.
The limit planes are specially named planes that define the boundary between two joints.
Also, J0? That's not an arm joint. IIRC, arm joints should be JRShoulder, JRElbow, JRWrist, JRFINGER.
You're probably best to get an arm mesh from Thief, throw out the model itself and put your model into its joints/limit planes setup.
I can send the model if you want.
Kefren on 6/6/2006 at 13:24
Quote Posted by ZylonBane
No, you're Smith11.
I'm Smith05.
Sorry Agent Smith05.
Actually I meant "No, I'm Spartacus." I always get the Matrix and Spartacus mixed up (I love the 'Spear Time' effects in Spartacus, Kirk Douglas was in top form there).
Nameless_Voice on 6/6/2006 at 13:26
Thief 2 arm mesh with limit planes sent.