Model Requests? (or help)

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fhko
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Post by fhko »

But .tga still doesn't give me transparency and that's what I need.

The alpha blend settings only really apply for a very limited number of things and leaves aren't one of them.

Well I'll try a pilot tree just using alphas, but I'm not going to be holding me breathe.
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Post by Fooli »

No, young jedi, you misunderstand :] A .tga file (like png and various other formats) stores alpha channel information alongside the usual red, blue and green information for each pixel. In other words it stores the transparency of each pixel. The usual procedure is to create a mask of your image in your paint program and use that to create the alpha channel info (alpha masks are greyscale images, white is opaque, black is transparent and so on). Wot that means is, you can create a branch texture using 16 million colours and still get the same transparent effect you would using indexed bitmaps and 255 blue. It has nothing to do with the blend modes in the model converter :]

The tricky bit is creating the tga with the transparency in the first place. I always find it a pain to do in psp, anyway.

f
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fhko
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Post by fhko »

Really? I wasn't getting any transparenciness when I saved my images to .tga.

Give me a second and I'll try with a semi-legal version of Paint Shop Pro.

...Nope. Still no alpha.

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.png's (for which I know I can get transparency using) just gets a white fill-in where there should be nothing.

Currently the best results have definitely been through blue-255. Which always leaves those tell-tale off-blue dots on the edges.

Hey! What the heck?! Why isn't blue-255 working now!?

Now I'm mad....

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Edit: Okay, Blue-255 info doesn't store properly as a material for some reason. That will need looking into.

Examples of my working thus far:

Image

Image

Image

Image
Last edited by fhko on Sun Apr 19, 2009 4:58 pm, edited 1 time in total.
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Post by Fooli »

It's a pain, I agree, but you can do tgas with psp...

Incredibly Short Tutorial (tm):

1. Create your branch image, make sure it's on its own layer
2. Create a new layer.
3. Select everything on the branch image you want to be transparent: on the new layer fill it black
4. Invert the selection (so you're now selecting everything you want to be visible): fill it white
5. In the Selections menu, and with that white selection still visible, choose "save to alpha channel"
6. Hide the new layer so your original branch image is showing; then save as uncompressed, 24-bit tga.

That's incredibly basic alpha but it ought to work... does for me in psp v7.

f
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Post by Fooli »

(by the way... that's incredibly basic alpha because it's, um, 1 bit or 2 bit alpha or something. In other words, either completely opaque (white) or completely transparent (black). You should be able to create 8 bit alpha using 256 shades of grey, so black is transparent, white is opaque and mid-grey is 50% transparent. And indeed it's possible to do so, I just haven't quite worked out how you're supposed to apply that to a complex image like a tree branch. Doing that would let you fade the edges of the leaves etc out more nicely.
f
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Post by fhko »

GOAAAALLLLL!!!!

I got it to work. :wink:

Now for the fine tuning.
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fhko
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Post by fhko »

Shoot. I don't remember how I did it. It's not working now.

Dang it!! :evil:
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Post by jmoyet »

hehe... now i remember why i gave up on them 2D trees and grass i had made once.
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fhko
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Post by fhko »

Actually I figured it out again...now I can't get rid of the white border. Curse these limited graphics programs.

I'll be free to do random crud like this in a couple weeks. Stay tuned for developments.
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Post by Mishka »

I dare to ask for a zombie humanoid model. :wink:


Edit: Hmm forget that, how about some evil monster creature. Should be evil looking, vicious, bloodthirsty, etc..
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Post by flametard »

fhko might be away fro a while. :cry:
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omg gordont freeeman

Post by Speeddy »

i've played half-life ; half-life 2 ;half-life epised l;half-life episod ll ;half-life dead match sourse ;half-life 2 deadmatch and allso theuniversal
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Re: omg gordont freeeman

Post by jmoyet »

Speeddy wrote:i've played half-life ; half-life 2 ;half-life epised l;half-life episod ll ;half-life dead match sourse ;half-life 2 deadmatch and allso theuniversal

um.. what does that have to do with this topic?
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Post by Bipper »

fhko wrote:Actually I figured it out again...now I can't get rid of the white border. Curse these limited graphics programs.

I'll be free to do random crud like this in a couple weeks. Stay tuned for developments.
get adobe fireworks cs4 you can do trial for 30 days and or you can just get a key code from some website its really easy and its mega pro software



can somebody tell me what this error means and how do i get around it:
Image


im trying to make a chinese pagoda tower but i cant unfold it to texture it because i get this error, here is a picture of it so far:

Image

im kind of a newb at texturing/modelling so pls help
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Post by flametard »

that model looks awesome so far!!! i hope you figure how how to uvmap!!
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fhko
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Post by fhko »

*Sigh* Why do I do this to myself?

Alright guys. First poster get's any model he can think of that's within my abilities.
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Post by Baladin »

A monkey in a banana shaped space ship, just so i can replace the old galaxy cruiser. Please please please!
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Post by zaroba »

if you can't/wont make bal's, then how about the Statue of Liberty?
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fhko
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Post by fhko »

Baladin wrote:A monkey in a banana shaped space ship, just so i can replace the old galaxy cruiser. Please please please!
:roll:

Perhaps I should'nt of said "any mode you can think of", but I'll do it anyway.

I think I already have some cool ideas for it anyhow. Mind if it's just a banana shaped space ship? Interiors are a pain in the rear to model and you wouldn't really see it much anyhow.

No promises on a convenient time frame, I do have other stuff do to. I do like modeling for you guys though.
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fhko
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Post by fhko »

Image

This something like what you had in mind Bal?
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