Development > Artwork
New Rocket Launcher
Origin:
I cant save alpha channel on pngs, only transparency, and I cant edit that seperately like a alpha channel
I can create a alpha channel for a image in photoshop, but when saving as png it wont work for the transparency, it will be discarded.
There is no option for saving with alpha.
ps cs2 btw
H-Hour:
Origin, I've found with ps cs2 that I need to not use the Save for Web feature. Just a regular save. However, I've found GIMP easier and it also creates smaller PNG files, so I usually just save it as a PSD when I'm done in photoshop, open it in GIMP and then save as PNG. I'm sure there's a way to optimize better in photoshop and preserve the alpha layer, I just haven't found it.
Origin:
Ah you are right, works fine in gimp ;D thanks m8
Flying Steel:
--- Quote from: Origin on September 22, 2010, 10:58:59 pm ---Should work, though I think the md2's still need to be compiled for correct lighting. (textures might be too bright after this, they were really dark when I tested so i upped brightness 25% for all diffuse textures.)
Edited textures a little to make them stand out more from afar, and I havent tested the normals or specular maps in game, since they dont seem to work for me :(
--- End quote ---
Quite a lot of the brightness comes from the specular textures, so if they aren't functional the models will look very dark in game. But if they are working, and the specular reflections are not set too sharp (that is very bright pinpoint highlights = bad) then everything should look good. Putting aside the day/night lighting shift, at least.
MCR:
Have tested the new launcher in-game on ATI (no normalmaps & specularity maps enabled).
Looks VERY GOOD ! 8) 8) 8)
If someone wants to test it: With latest git master version you just have to change line 1208 & 1229 of weapons.ufo from weapons/rpg to weapons/rpg2.
The glowmap should be edited a little bit though because the visor is too bright.
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