Digital Paint Discussion Board
Paintball 2: The Game => Paintball 2 Discussion => Topic started by: cyko on July 10, 2002, 07:24:45 PM
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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.
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make some of your own =]
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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
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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.
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so where could i find some tutorials or something on making these textures.
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Just make a jpg or tga scaled by a power of 2 (ie: 64x64, 128x128, 64x256, whatever)... that's pretty much it.
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How do you make areas transparent?
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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.
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Uh... Good to know. But I hope you're documenting this :)
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what about .png support??
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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.