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Wanted! Posters!


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12 réponses à ce sujet

#1
Rolo Kipp

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 <looking funny...>

My hat's off to TSL. This CCC is driving me crazy <heh, you can walk from here>

Grrr. Let's start with Tyndrel's wanted posters.

This is what I get in the toolset:
Image IPB

It's not the 2da. It's the model. Somehow. But let's look at it in explorer...
Image IPB

Same thing. The bitmap texture isn't showing up in game. So let's look at the ascii breakdown of the mdl...
Image IPB

So, it is looking for the "Wanted_00" texture. Which is...
Image IPB

...right *there*.

What's going on?

Edit: It's the same for the other 7 posters.

<...with his hair all sticking out and everything>

Modifié par Rolo Kipp, 06 février 2012 - 08:07 .


#2
Tiberius_Morguhn

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Toolset typically won't show compressed TGA (in my experience) correctly. Open the texture in the GIMP, resave with RLE compression unchecked and origin at bottom left checked. Possible to have DDS textures corrupt but should fall back to TGA.

#3
Rolo Kipp

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<nods...>

Did that on all of them (no difference in file size, btw. Making me think they were already uncompressed).

Didn't change anything.

<...wryly>

#4
Tiberius_Morguhn

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Another dumb check - bitmap directive (if I remember correctly) is picky about capitalization. Wanted_00 if different than wanTed_00, etc. May try naming texture all lower case, and edit model to be lower case as well.

#5
Rolo Kipp

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<backs up a bit...>

Actually, what you said in PM worked. The texture was multiple of 2 (544x700), but scaling the width to 512 and expanding the canvas (a lot of wasted transparency :-P ) to 1024 and suddenly it works.

I don't see this problem in my own work because I always use *power* of 2 sizes, usually 256x or 512x.

Didn't think it was *that* picky, though. This right after TSL had similar problems with her umbrellas...

*sigh* so, I have to not only adjust the size of the textures, but then remap them. So *not* what I wanted to work on today :-/

Re: the case of the names, I had already tried that, too. Heh.

<...to get a running start>

#6
Tiberius_Morguhn

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Try padding whole image to 1024x1024 with transparency as the pad - center the exisiting image (basing center off of assuming original is centered in the 544x700). Then scale whole image back to 512x512. Some image quality may be lost, but not much at these scales. And you shouldn't have to remap in gmax/3dsmax.

#7
Rolo Kipp

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<holds his lenses...>

I'll try that, but the t-verts are mapped to that wonky rectangle and will (I believe) compress a square texture horizontally. Testing...

Yup.
Image IPB

Okay, I didn't remap them, but they don't look *too* bad :-) I'll leave the re-mapping for Tyndrel to do for V2 ;-)
Image IPB

<...at a different distance>

Modifié par Rolo Kipp, 06 février 2012 - 09:54 .


#8
TheSpiritedLass

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Rolo Kipp wrote...

My hat's off to TSL.


Finally!  *pounces on Rolo and noogies him several times now that the pesky hat is out of the way.*  Ahhhh.  What a perfect way to start the day.  *sassy grin*

#9
Rolo Kipp

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<arms flailing...>

Gah!
Don't *DO* that! Sheesh! <oh, you like the attention. admit it>
Never!

*"accidentally" slips some milk chocolate into TSL's pocket. Her *back* pocket*

<...and hair flying>

#10
Tyndrel

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Sorry Rolo,  this looks like a case of you getting bitten by my noobishness. I didn't realise that textures had to be square let alone specific sized squares... eeek!   I don't think they are even a consistant size... Doh!  I suppose I should have realised this after exploring all the 1.69 textures and making myself a reference document to save having to do it with everything I make, I thought the pages all looked very neat and tidy but I digress.   The posters look a little anorexic to me but not overly so, and I'm a euro-peon so I'm used to shorter, fatter paper than our American cousins.

I'm working on a never ending supply of posters produced in the traditional manner but I promise not to make you do anything to it...

social.bioware.com/uploads_user/173000/172318/183134.jpg

:blush:

Modifié par Tyndrel, 08 février 2012 - 03:51 .


#11
Rolo Kipp

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<feeling...>

Textures don't have to be square, but each dimension *should* be a power of 2. Ex. Sword blade texture might be 128w x 1024h (have a beautiful damascened blade I want to use sometime :-P).

Don't worry about the V1 posters, but I'd like a remap for V2 by the 10th of March... Can do?

Re the printing press... gorgeous!
But if you start an industrial revolution in NwN, no matter *what* the dwarf thinks, I'll never forgive you! >:-( <he's chartering a "ban the gnomes" secret organization>
Heh, oddly enough, there are no gnomes on the Gemworld of Amethyst... *whistles idly*

<...conflicted>

#12
Tyndrel

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Rolo Kipp wrote...

Don't worry about the V1 posters, but I'd like a remap for V2 by the 10th of March... Can do?


I shall find where I hid that file, marked with a skull and crossed bones,  inside an un-named folder,  on an old external hard drive that only works when I hit it an indeterminate number of times on the desk.  I'm still reading and working through tutorials so hopefully by March I'll have improved to the point of being barely competent. 

:o

#13
Rolo Kipp

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<laughing...>

Oh, you're already barely competent <boss!>
Hehe, and then some :-) Just adjust the textures, then re-load your mdl and Unwrap UVW to adjust the mapping.

Meantime... did I miss your post over on Oriental Additions saying you'll make something...? <subtle, old man. *real* subtle>
*shrugs and grins*
Whatever keeps the juices (and content) flowing =)

<...in sympathy>