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Question for Skinners

13 Aug 2015, 14:23 PM
#1
avatar of eliw00d
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Is it possible to use alpha channels with .tga? Has anyone had any luck trying to make certain parts of vehicles invisible?
13 Aug 2015, 14:25 PM
#2
avatar of Tiger

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You mean an invisible Skin?
13 Aug 2015, 14:37 PM
#3
avatar of eliw00d
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Using an alpha channel to "hide" parts, such as skirts.
16 Aug 2015, 00:11 AM
#4
avatar of F.X.

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jump backJump back to quoted post13 Aug 2015, 14:23 PMeliw00d
Is it possible to use alpha channels with .tga? Has anyone had any luck trying to make certain parts of vehicles invisible?


I have not tried it. However, the .psd files for all the vehicles have an ALPHA top layer group, just like they have one for DIFFUSE, SPECULAR, NORMAL, and GLOSS. The latter 4 are meant to be exported as a separate .tga file for each layer (*_dif.tga, *_spc.tga, etc). I would expect that a custom alpha would follow the same convention. Rather than an alpha channel in the *_dif.tga file, it's most likely going to be a separate *_alp.tga (or whatever 3-letter abbreviation they use) that must also be burned with specific settings.

If you figure it out, do share!
16 Aug 2015, 01:26 AM
#5
avatar of Tiger

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btw how do i create the Pictures ingame shown if i select a skin
16 Aug 2015, 13:13 PM
#6
avatar of eliw00d
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Good point, F.X.! I will pass that along.

Tiger, please start a new topic for that question.
17 Aug 2015, 19:59 PM
#7
avatar of eliw00d
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The _alp is just a _dif with desired areas removed with the color black. The default burn settings look for an _alp, so this is the way to do it!
22 Aug 2015, 21:39 PM
#8
avatar of Starbuck

Posts: 42

jump backJump back to quoted post17 Aug 2015, 19:59 PMeliw00d
The _alp is just a _dif with desired areas removed with the color black. The default burn settings look for an _alp, so this is the way to do it!


Have you had any success trying this out?

22 Aug 2015, 22:13 PM
#9
avatar of eliw00d
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Yes, but not directly.

22 Aug 2015, 22:37 PM
#10
avatar of Starbuck

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jump backJump back to quoted post22 Aug 2015, 22:13 PMeliw00d
Yes, but not directly.



Awesome!
Is georider using the technique you described earlier? I've had no luck!
I made an _alp.tga file with the parts I wanted transparent (painted black) and it did not work.
I messed with the alpha channel in the _dif file and it didn't work.

Guess I'll keep trying to figure this out.
Looks great!
23 Aug 2015, 00:10 AM
#11
avatar of eliw00d
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The _dif is just the diffuse, so no alpha channel is required.

The _alp is entirely white, with black on the areas you want to hide. So, you could probably set up the diffuse as the bottom layer, white as the middle layer, and black as the top layer. Hide the middle layer, so that you can draw the black using the top layer. When ready, hide the bottom layer and show both middle and top, then merge down for saving.
23 Aug 2015, 03:30 AM
#12
avatar of Starbuck

Posts: 42

jump backJump back to quoted post23 Aug 2015, 00:10 AMeliw00d
The _dif is just the diffuse, so no alpha channel is required.

The _alp is entirely white, with black on the areas you want to hide. So, you could probably set up the diffuse as the bottom layer, white as the middle layer, and black as the top layer. Hide the middle layer, so that you can draw the black using the top layer. When ready, hide the bottom layer and show both middle and top, then merge down for saving.


Thanks for the reply. Sounds easy enough, but....
I made an _alp.tga with white background and black "test" stripes along the side skirts:
_alp

I also have just a camouflaged _dif.tga with no alterations to the side skirts:
_dif

When I test in game it's as though it doesn't recognize the _alp that I made, because it just shows the _dif camo.
Here's a pic of my file setup along with the burn settings:
setup

Obviously I'm missing a key component in such a simple task. Perhaps I need the _nrm, _gls, and _spc files as well?

Thanks for your help!
23 Aug 2015, 19:21 PM
#13
avatar of eliw00d
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This is actually an issue I discovered later, but have not had time to correct in my video tutorials. I will try to make a new video this week, as I recently subscribed to the Pro version of Screen-Cast-O-Matic, allowing me to create longer videos.

Anyways, you will need two different burn settings, both "generic-image to data-rgt", with the following settings:


MixInputs: (,,r)(,,g)(,,b)(_dif,_alp,r)
MixInputDefaults: 255,255,255,255
CompressTextures: true
PreferredFormat: DXT1a
ForceFormat: false
RescaleNonPowerTwo: true
MipMap: true
MipDrop: 0
AlphaEdge: false
BlackBorder: false
FlipImage: true

Include:
*_dif.tga



MixInputs: (_nrm,_spc,r)(,,g)(_nrm,_gls,b)(,,r)
MixInputDefaults: 0,0,0,0
CompressTextures: true
PreferredFormat: DXT5
ForceFormat: false
RescaleNonPowerTwo: true
MipMap: true
MipDrop: 0
AlphaEdge: false
BlackBorder: false
FlipImage: true

Include:
*_nrm.tga


See if that helps. These Burn Settings expect _dif and _alp to be present, and/or _gls, _nrm, and _spc to be present. They are actually the default Burn Settings when using the wizard.
23 Aug 2015, 22:08 PM
#14
avatar of Starbuck

Posts: 42

jump backJump back to quoted post23 Aug 2015, 19:21 PMeliw00d
This is actually an issue I discovered later, but have not had time to correct in my video tutorials. I will try to make a new video this week, as I recently subscribed to the Pro version of Screen-Cast-O-Matic, allowing me to create longer videos.

Anyways, you will need two different burn settings, both "generic-image to data-rgt", with the following settings:





See if that helps. These Burn Settings expect _dif and _alp to be present, and/or _gls, _nrm, and _spc to be present. They are actually the default Burn Settings when using the wizard.


Great! Your Burn Settings worked perfectly. Thank you very much! Definitely saved me a bunch of time trying to get this to work. You are truly the "Master Modmaker". :)



btw, Just for reference, I'm using only the _dif and _alp files.
24 Aug 2015, 02:48 AM
#15
avatar of eliw00d
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Awesome! You are very welcome! :)

I look forward to seeing your mesh schuerzen on the workshop!

Yup! _dif and _alp are a pair, and _gls, _nrm, and _spc are a trio. I just meant it is best to include the ones that are grouped to the Burn Setting.
25 Aug 2015, 00:37 AM
#16
avatar of Tiger

Posts: 103 | Subs: 1

so its possible to make the whole vehicle invisible? :P
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