Author Topic: new textures  (Read 3174 times)

cyko

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new textures
« 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.

anrkist

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Re: new textures
« Reply #1 on: July 14, 2002, 10:37:41 PM »
make some of your own =]

cyko

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Re: new textures
« Reply #2 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

jitspoe

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Re: new textures
« Reply #3 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.

cyko

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Re: new textures
« Reply #4 on: July 18, 2002, 01:52:31 PM »
so where could i find some tutorials or something on making these textures.

jitspoe

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Re: new textures
« Reply #5 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.

Fryth

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Re: new textures
« Reply #6 on: July 20, 2002, 08:04:19 AM »
How do you make areas transparent?

jitspoe

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Re: new textures
« Reply #7 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.

Fryth

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Re: new textures
« Reply #8 on: July 21, 2002, 01:20:59 PM »
Uh... Good to know. But I hope you're documenting this :)

Deathstrike

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Re: new textures
« Reply #9 on: July 28, 2002, 03:18:39 AM »
what about .png support??

jitspoe

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Re: new textures
« Reply #10 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.