I installed the replacement version of Eddonay's elven weaponry pack and was wondering how do people fix the tinting?
Some of the blades or sword parts on some models are solid colors like pink, purple, etc. I think they were meant to be metallic trim but perhaps was written for an earlier patch like 1.21 or something.
How do I fix that? I don't have skillz but I do have gimp (and a dds plug in).
Fine tuning sword pack
Débuté par
mungbean
, sept. 20 2011 12:10
#1
Posté 20 septembre 2011 - 12:10
#2
Posté 20 septembre 2011 - 12:59
Tinting is controlled via the textures with the _t in their name. They use red, green and blue channels to encode the three tint colours, and a fourth (alpha) channel that controls how strong the tinting is. To create a very basic tint map from scratch, you just have to take the main texture for that model and paint over it with red, green and blue globs. Mixing the colours together allows the different tint colours to blend together.
Any package that can convert a DDS to and from a 32-bit TGA image will allow you to modify tint maps. The alpha channel usually comes through as a selection mask once you've converted it to TGA format, which I usually save as a separate file so that I can re-load it again once I've finished tinkering (unless I want to modify the alpha channel - which I try to avoid if I can help it).
The following guide is a good reference for further info (courtesy of Barrel of Monkeys):
http://vnfiles.ign.c...morTutorial.pdf
Any package that can convert a DDS to and from a 32-bit TGA image will allow you to modify tint maps. The alpha channel usually comes through as a selection mask once you've converted it to TGA format, which I usually save as a separate file so that I can re-load it again once I've finished tinkering (unless I want to modify the alpha channel - which I try to avoid if I can help it).
The following guide is a good reference for further info (courtesy of Barrel of Monkeys):
http://vnfiles.ign.c...morTutorial.pdf
Modifié par DannJ, 20 septembre 2011 - 01:00 .





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