missing textures

Hey I have that problem where the team color shows up instead of the texture.

I have tried loading the model with another texture from one of the other ships from the game and it worked, so it’s got to be my texture.

I have my texture as a jpg and a psd, both are in 2048*2048.

I have Photoshop and the dds plug-in.

Can anyone help me please??

3,157 views 10 replies
Reply #1 Top

the textures need to be in .dds format. I am actually quite surprised you got a .jpg and a .psd texture set to even work without crashing.

Other than that, no idea. Might be your alpha channel on your -cl or your -da texture. Don't know which.

Reply #2 Top

The alpha channel of the -cl controls team color. White = team color, black = no team color. If you don't add an alpha channel I believe it defaults to an all white one, which could be your problem. And like Whiskey said, your textures should be in .dds format; dxt5 I think.

Reply #3 Top

Damn I thought I left something out. I did export it as dds.

It is just I don’t quit know how to set up the alpha channel in photoshop right  

Reply #4 Top

Okay now I got it load the texture but the dds plug-in messed up my texture and made it sort blurred and removed all the details.

Do you guys know another way to convert it or another plug-in?? 

Reply #5 Top

The dds plugin didn't do that. It sounds like your UV map is screwed up.

Reply #6 Top

no that happens when you convert a jpg with a alpha map 

if you use a bmp it stays clean

 

Reply #7 Top

If you dont want team color you need to fill the entire alpha channel black, and re-save it. The texture will default to no alpha channel at all. The -cl texture does not need an alpha channel. You can get away with no alpha in the -da texture too since that just controls bloom effects. The normal map (-nm) MUST have an alpha channel.

If you do want team color the areas on the alpha channel that are team color are in white. You can use grayscales to adjust how strong the team color shows on your model.

Remember to save it in DXT5  ARGB  8 bpp l Interpoliated alpha in the dds plugin drop down menu. This includes the normal map as well.

Double check all of your color channels (lower right tab that says channels)

If you are using photoshop with the dds plugins it shouldnt have blurred it. Unless you saved it in the wrong format (DXT3 or one of the others on the drop down list). Or the UV map on the model itself may be messed up.

Reply #8 Top

Quoting Major, reply 7
If you dont want team color you need to fill the entire alpha channel black, and re-save it. The texture will default to no alpha channel at all. The -cl texture does not need an alpha channel. You can get away with no alpha in the -da texture too since that just controls bloom effects. The normal map (-nm) MUST have an alpha channel.

If you do want team color the areas on the alpha channel that are team color are in white. You can use grayscales to adjust how strong the team color shows on your model.

Remember to save it in DXT5  ARGB  8 bpp l Interpoliated alpha in the dds plugin drop down menu. This includes the normal map as well.

Double check all of your color channels (lower right tab that says channels)

If you are using photoshop with the dds plugins it shouldnt have blurred it. Unless you saved it in the wrong format (DXT3 or one of the others on the drop down list). Or the UV map on the model itself may be messed up.
End of Major's quote

 

I'm using photoshop, dxt3 with explicit alpha ARGB 8 bpp (works for normalmaps too) and it does not seem blurred. Why would I prefer interpolated alpha when I can use explicit alpha?
I'm not sure where the benefit of DXT5 lies.

Reply #9 Top

Because that is the format the devs told me to use when sins modding was in its infancy. I figure there must be a reason why.

Reply #10 Top

Maybe it was necessary in the early days (for some reason) but I don't think it is now. DXT5 and DXT3 use the same compression technic, they just behave a bit different on the alpha channel (to my knowledge at least)