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View Full Version : Alright folks, check these new damage textures...



EFileTahi-A
08-12-2005, 05:41 PM
http://img.photobucket.com/albums/v698/EFileTahi-A/NewDamage.jpg

Kaleun1961
08-12-2005, 05:49 PM
Look great! The size of the damage in the second shot looks like it nearly ripped off the stern.

Jester_159th
08-12-2005, 05:49 PM
Looks a big improvement on the original to me.

Nice work!

EFileTahi-A
08-12-2005, 06:16 PM
Some more screenshots of bigger ships http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
http://img.photobucket.com/albums/v698/EFileTahi-A/NewDamage2.jpg

Syxx_Killer_05
08-12-2005, 06:21 PM
Those look great! http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif Now, where can I download the mod? http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif http://forums.ubi.com/images/smilies/25.gif

Messervy
08-12-2005, 06:34 PM
How exactly did you solve the problem of multiplying the same spot.
Maybe we could make them more squared looking - you know, like a section of a steel plate has been torn off.
Please pass me a file so that I can see the TGAs.
http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

EFileTahi-A
08-12-2005, 06:59 PM
Thank you folks, It was like trying the game dozen of times before achieving this results.

Messervy the trick is in "Expl_mask01_a.tga" file.
This acts like a mask for the "Damage_metal_a.tga". Of course I used some transparency around the hole to give the: "ink- burned-up" look.

Send me a private message if you wish my files anyway http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Messervy
08-12-2005, 07:05 PM
I know these files, I have been editing them all the time but I have never managed to make them appear in one piece.
I think we need to figure our how the game renders and rotates or overlaps both files and then we can actualy achive what I want.

EFileTahi-A
08-12-2005, 07:06 PM
Originally posted by Messervy:
I know these files, I have been editing them all the time but I have never managed to make them appear in one piece.
I think we need to figure our how the game renders and rotates or overlaps both files and then we can actualy achive what I want.

The mask does appear in one piece!

Messervy
08-12-2005, 07:08 PM
Originally posted by EFileTahi-A:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Messervy:
I know these files, I have been editing them all the time but I have never managed to make them appear in one piece.
I think we need to figure our how the game renders and rotates or overlaps both files and then we can actualy achive what I want.

The mask does appear in one piece! </div></BLOCKQUOTE>

Not in my case!!! Anyway I have sent you a PM.

EFileTahi-A
08-12-2005, 07:12 PM
What do you mean "not in your case?" Don't tell me UBI got you a special version of the game http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Email sent by the way

Messervy
08-12-2005, 07:18 PM
You will see in a minute.

Reply sent to BdU! http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

EFileTahi-A
08-12-2005, 07:22 PM
There is a problem yes, your alpha channel in damage_metal_a.tga is not seamless...

Messervy
08-12-2005, 07:30 PM
Well....I am a newbie. I did edit it in order to show some structure.
Question: How can you tell a seamless one from damaged one, and what exactly does this Alfa channel do. I always thought it is more for the reflections.

EFileTahi-A
08-12-2005, 07:46 PM
Originally posted by Messervy:
Question: How can you tell a seamless one from damaged one, and what exactly does this Alfa channel do. I always thought it is more for the reflections.

The seamless pictures and dificult to do manualy. I did the Damage_metal_a using specific software to create seamless textures.
As for alpha channel, is is a built-in mask for the picture. All there is white will appear all that is black will not be hidden. So if you draw a white star with black background as alpha channel in some texture the program (SH3) will only show the texture's contents matching star's area...

Going to bed... do you use messenger? I will sneak here in the morning to read your response...

See you tomorrow... or read you tomorrow...

Messervy
08-12-2005, 07:59 PM
All there is white will appear all that is black will not be hidden

You are confusing me just a little bit here. http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

Maybe it`s just me but "To appear and not to be hidden" is the same.
I am on the patrol right now, chasing a Small Merchant NE of Scappa Flow. We`ll have a chat some day tommorow.

Good night:

EFileTahi-A
08-13-2005, 03:02 AM
LOL! My bad, it should be something like this:

All there is white will appear, all that is black will be hidden...

I was sleeping already by the time I wrote this so, don't push me too hard http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

EFileTahi-A
08-14-2005, 02:24 AM
Say Messervy, did you managed to understand how the damage texture work?

Messervy
08-14-2005, 02:42 AM
Allmost, but I just don`t understand why it needs to be seamless.
The only reason I can think of is that it gets multyplied (because it is used in different scales) and so it NEEDS to be seamless.

EFileTahi-A
08-14-2005, 02:35 PM
Originally posted by Messervy:
Allmost, but I just don`t understand why it needs to be seamless.
The only reason I can think of is that it gets multyplied (because it is used in different scales) and so it NEEDS to be seamless.

Damage_metal_a.tga is seamless because it is repeated several times. Imagine a square paper divided 5 by 5 squares, this will play as the explosion diameter, then imagine each square filled with Damage_metal_a.tga (that's the reason why it need to be seamless). Now, since we don't want the explosion mark to look square (the square paper) we use a mask to neutralise this. Image now a plain piece of wood 2 times bigger the the 5x5 paper. Now put a circle hole in its middle, place the wood on top of the paper. What do you see? the explosion pattern inside a circle frame. So, if you change the shape of the wood's hole then the explosion will assume its shape. (Expl_mask01_a.tga).

WilhelmSchulz.-
08-14-2005, 03:15 PM
Looks a litle over done to me. If it was jaged eges yea, maby. http://forums.ubi.com/images/smilies/16x16_smiley-indifferent.gif

Messervy
08-14-2005, 05:05 PM
Well I got it right then. What programe you use for making it seamless. I still want to test a few things.

EFileTahi-A
08-15-2005, 06:16 AM
Originally posted by Messervy:
Well I got it right then. What programe you use for making it seamless. I still want to test a few things.

I used "Texture Maker" to create the texture, it was made from scratch with this. Paint Shop Pro also have a feature to add the seamless effect to a picture....

EFileTahi-A
08-15-2005, 06:17 AM
Originally posted by WilhelmSchulz.-:
Looks a litle over done to me. If it was jaged eges yea, maby. http://forums.ubi.com/images/smilies/16x16_smiley-indifferent.gif

What do you mean? What is jaged eges? http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

SFCspoonman
08-15-2005, 09:51 AM
Wow the effect looks much better then the dafault game textures.

I am interested in making theis work in my game. Are you going to put this in a mod?

EFileTahi-A
08-15-2005, 12:47 PM
Originally posted by SFCspoonman:
Wow the effect looks much better then the dafault game textures.

I am interested in making theis work in my game. Are you going to put this in a mod?

Beeryus agree with me to include them in RUb mod...

aaronblood
08-15-2005, 06:38 PM
With reference to the alpha channel.

Typically, an alpha channel is a transparency mask.

If you think in terms of black and white then yes white allows image to show thru, black does not. However, alpha channels also can be shades of gray, in which case you'd get a partial transparency.

If I applied a white circle alpha channel to a photo, I would see just a circle of the underlying image. The black (non-circle) part would be treated as 100% transparency. This would allow me to overlay a circle of a picture onto another background if I wanted to.

Now, what if the circle at center is completly white but as it approaches the edge of the circle it gradually fades to black? In this case the picture would be opaque at center but gradually fade to 100% transparency.

Does that make sense?

Now, I haven't looked at any of these images so I don't know if the alpha channel supported in the game is just straight black & white. However, since it seems like the background rivets and so forth from the boat show thru, I would think the alpha channel in this case is not completely black, but I dunno, it might be another overlay? So play around with gray scaes and fading and see if it works at all. I'd be curious.

EFileTahi-A
08-16-2005, 02:40 AM
Originally posted by aaronblood:
Now, I haven't looked at any of these images so I don't know if the alpha channel supported in the game is just straight black & white.


You can include grays in the alpha channel for opacity/transparency effects. All TGA files in the game use this to neutralise the "hard-edge effect", yet, for fading effects.



However, since it seems like the background rivets and so forth from the boat show thru, I would think the alpha channel in this case is not completely black
Correct.