Digital Paint Discussion Board

Paintball 2: The Game => Paintball 2 Discussion => Topic started by: cyko on July 10, 2002, 07:24:45 PM

Title: new textures
Post by: cyko on July 10, 2002, 07:24:45 PM
jit we need some new textures in the new pball. I was thinking of a fence texture, or a net texture. We need more translucent textures.
Title: Re: new textures
Post by: anrkist on July 14, 2002, 10:37:41 PM
make some of your own =]
Title: Re: new textures
Post by: cyko on July 16, 2002, 11:29:05 AM
i don't know how to make translucent textures or i would, plus when pball 2 comes out you have to convert the textures to jpgs
Title: Re: new textures
Post by: jitspoe on July 16, 2002, 06:54:53 PM
You don't have to.  2.0 supports jpg, tga, and wal.  You can't do transparencies w/ jpg or wal tho, only tga, unless you want the entire texture to be 33 or 67% transparent, in which case you can just make a solid texture and set the transparency in the map.
Title: Re: new textures
Post by: cyko on July 18, 2002, 01:52:31 PM
so where could i find some tutorials or something on making these textures.
Title: Re: new textures
Post by: jitspoe on July 19, 2002, 08:09:19 PM
Just make a jpg or tga scaled by a power of 2 (ie: 64x64, 128x128, 64x256, whatever)... that's pretty much it.
Title: Re: new textures
Post by: Fryth on July 20, 2002, 08:04:19 AM
How do you make areas transparent?
Title: Re: new textures
Post by: jitspoe on July 21, 2002, 11:35:58 AM
You have to use alpha channels (black is transparent, white is solid) and save as a 32bit .tga file.

Then you need to use rscripts, which are much like the shaders for quake3:

textures/alpha/support_grate
{
     {
           map textures/alpha/support_grate.tga
           alphamask
     }
}

That'll do an alpha mask, which is either transparent or solid.  If you want to do varying levels of transparancy (grey in the alpha channel), you'll need to do blendfuncs, like:

     {
           map textures/alpha/scanline.tga
           blendfunc GL_SRC_ALPHA GL_DST_ALPHA
           scroll static 0 static 0.02
     }

You prolly don't want the scrolling, but that's another feature you can use... for... i dunno what :)

You just put these in pball/scripts/maps/mapname.txt.
Title: Re: new textures
Post by: Fryth on July 21, 2002, 01:20:59 PM
Uh... Good to know. But I hope you're documenting this :)
Title: Re: new textures
Post by: Deathstrike on July 28, 2002, 03:18:39 AM
what about .png support??
Title: Re: new textures
Post by: jitspoe on July 28, 2002, 07:18:36 PM
I might get around to it -- it's not really high on the proiority list tho.  I don't have much motivation to throw in support for all kinds of image formats if I already have what I need.