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Old 29th Nov 05, 8:16 PM   # 1
IGpanic
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problems with reskin? stealthed fc?

I am new to skinning and was trying to redo the FC's face to start out. I gave him a beard ( just sumthin simple to start) and made saved recompiled got it in game, wierd thing is the FC pops out with the changes i made BUT he is transparent...same thing with the chaplain i have only add a few lines of color to test on the Default.tga only and it seemed to make the whole unit look like hes stealthed. the tutorials dont go indepth with how to interact with each layer and i was wondering if i only drew a crappy beard on the FC on default.tga what other layers would i have to adjust???
 
Old 29th Nov 05, 8:22 PM   # 2
Draptor
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Hmm... The only way to make a unit transparent like you describe is to litterally tweak the transparency settings of the degault TGA. What program are you using?
 
Old 29th Nov 05, 8:29 PM   # 3
IGpanic
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PSP 9 and all i did was literally open it paint a beard save it and i got a ghost no other layers or variables were touched ill post up a pic ina few mins
thats the chap, same prob as FC :dolt:

for a test i put a dot on a marine and got this effect..(blue is from army painter)

Last edited by IGpanic : 29th Nov 05 at 10:01 PM.
 
Old 29th Nov 05, 9:07 PM   # 4
Draptor
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Odd. I use photoshop, never had that problem. Maybe PSP has problems with TGAs? Anyone else with PSP who can help him?
 
Old 29th Nov 05, 10:37 PM   # 5
IGpanic
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should i resize anything or set a new alpha channel or maybe use a specific color? i can make badges and banners fine, just skins seem to go crazy on me atm.
 
Old 30th Nov 05, 12:53 AM Forum Rules   # 6
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You wouldn't happen to be Jamesk on my forums, would you?

Anyway, I don't use PSP9 but the only thing I can think of that might give transparency like that is compression in the TGA. If it's the wrong bit-depth then I don't think it'll compile properly, and textures only support 1 bit-equivalent transparency from the 8bits it has (if it's above a level then it's transparent, if it's below that level then it's visible). Check that your files are the right size (256KB for a normal TGA file and 1MB for a _default file at 256x256) and if that doesn't help then PM me and I'll give you an email address to send the TGAs to so I can check them.
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Old 30th Nov 05, 3:44 AM   # 7
IGpanic
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ah i found it, it was a Alpha channel that psp9 was adding on when the file is opened, and yes same jamesk
 
Old 30th Nov 05, 3:50 AM Forum Rules   # 8
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As in it was adding alpha to the _dirt, _primary etc? I'll have to add that to my FAQ if it is
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Old 30th Nov 05, 9:01 AM Forum Rules   # 9
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Cool... I was trying to achieve the same effect !

Could you send me one of the tga, so that I can study it ?
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Old 30th Nov 05, 1:13 PM   # 10
ImagoX
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I can see this "happy accident" being used for ALL MANNER of cool new unit types.

Oh, and I'd like to see your FC with a beard when you get it baked, BTW. Fully visible, of course.
 
Old 30th Nov 05, 3:06 PM   # 11
IGpanic
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Ya, all that caused it apparently was a normal alpha channel attached to the Default.tga, once removed it works fine (allthough colors are warped all over). I just started yesterday at skinning so I havent worked out how to fix all the clash and finer details of skinning yet: and the Bearded FC can be seen partially in the marine pix. His .wtp along with the marines were deleted shortly after, as was the "Chaos Chaplain ghost guy". But after i find out whats making my colors all funky i will try to post sumthin constructive. :thumb: Try adding a alpha channel to a Default .tga and see if it has same effect, If not i will post a link to DL the WTP so you can experiment. Also it was a guy named Dug on the forums that helped me find the problem with them :buddies: cheers

Idea: maybe add an alpha to a default weapon (powersword) would make a lightsaber? lol

Last edited by IGpanic : 30th Nov 05 at 3:17 PM.
 
Old 1st Dec 05, 12:07 AM Forum Rules   # 12
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Try adding an alpha channel to default.tga? there should be one there anyway, that's what makes it a 32bit image :\ Every single texture I've worked on has a pure white alpha layer by default, so unless PSP is doing something really strange then it shouldn't do that.

If you get the effect going again, can send me a copy to "skins art hiveworldterra dooooot co doooot uk"? (with the correct and non-anti-spam version of things ) Then I'll be able to have a look at what PSP is managing to do.
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Old 1st Dec 05, 8:46 AM Forum Rules   # 13
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I'd be very interested in this too...
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Old 1st Dec 05, 11:20 AM   # 14
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the default.tga was kinda 50 % tranparent THAT'S hoe he did it. It'S like he painted onver verything and he saved only the painted overlayed layer ' the default tgs is nowhere to bee seen , so the background is also transparent.
 
Old 1st Dec 05, 1:04 PM Forum Rules   # 15
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That's odd, I never manged to do that and I've played around with alpha layers before. As soon as I set an alpha layer on the _default file then that area was either completely invisble or else completely visible, depending on whether the alpha channel went over the threshold or not. I'll have to check WA and see if it's any different in that - it might be a newer gaming engine thing.
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Old 2nd Dec 05, 12:34 AM   # 16
IGpanic
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For IBBoard and Compiler and anyone else interested here is the file, army painter looks alot diff than ingame so make sure ya try them in game.


transparent marines
http://files.filefront.com/space_ma...;/fileinfo.html

Also anyone know how to fix this wierd color inverting type thing?

bearded Fc got this kinda smurfed look to him
 
Old 2nd Dec 05, 1:03 AM Forum Rules   # 17
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OK, I just looked at the Space Marine file that you uploaded - the problem there is that you have a _default file with a correct Red and Green layer, but the Blue layer is pure white and the Alpha channel is what I'm guessing should be on the Blue layer I'll test it now and see if it ghosts for me and whether it's an improvement in the 1.4/WA engine over the old "transparent or not" textures.

[edit]Ahhh, they do show up differently in-game, I always assumed the Army Painter was perfect in-game. I just tested it as it is and I got a few small bits of Space Marine outline floating in the Army Painter and a ghostly Marine in-game. I'll try swapping the Alpha and Blue layers back to what they should be and report back (although it will end up leaving the sergeant with a slightly blue face!)

[edit 2] Yep, swapping those two channels around fixes it also, it seems like partial transparency works in-game in v1.3 as well. I'm now slightly confused as to why whoever did the RoboServitors (Compiler?) mentioned something about doing alternate pixels transparent to get a semi-transparent effect when semi-transparency worked before patch 1.4 (which was the only big one that I thought might have changed it)

Anyway, we now know that you can do semi-transparency. I'll update my tutorials and FAQs

Last edited by IBBoard : 2nd Dec 05 at 1:21 AM.
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