Go to colours - components - decompose - RGBA. Makre sure to keep both the original texture and the decomposed one open whilst editing though. Then either paste the teamcolour texture into the alpha layer or bucket-fill it black and go to colours - components - recompose, and the original texture will change. If you bucket-filled it black then the image will appear transparant, but as long as you save it in a format like dds then the other channels will still be preserved.
i Nert
That looks a lot like the 3ds max viewport, and if it indeed is, try opening the .mesh in notepad++ (Or similar), find and replace, and replace "iMaterial 1" with "iMaterial 0". Assuming you aren't using multiple materials.
Megaupload mirror: http://www.megaupload.com/?d=45NRHJTK If that doesn't work, might want to check javascript isn't disabled or something.
Anyone have any suggestions for the research tree? That'll be the next milestone
Yeah we could still do with your help Havoc, I PMed you more info. Also, awesome retexture Thrawn [e digicons]:thumbsup:[/e]
Entrenchment version due out any week now, Xthetenth's broken laptop has crippled things slightly though, so we may need a coder to help in the next few weeks if anyone is interested?
A little mod I put together, it replaces the pirates with something old and far more terrifying. You'll have to play it to see what that is. http://www.megaupload.com/?d=MEN3OQ2B - for Entrenchmen 1.02 http://www.megaupload.com/?d=R9K4VGUX - For original 1.16
Is it possible to give a fighter a flair? I can only get them to appear on a frigates or higher
What are the other ~78 points being used for it only ~15 are for flairs? I think it must be just too many points. Do the coords also show up correctly when you open the .mesh in notepad? It could be that they're exporting badly
It could be a limit, I've been avoiding going over 30 on my models, but that limit may just be for weapon points which tend to be buggy. Do all the flair points show up in the .mesh file? Are you also converting the mesh file to binary, as that can sometimes have strange results. Having all those lights on the runway seems excessive though, you may want to try baking/painting them onto the texture instead. If there is a limit you may be able to get around it by using ne
The data map is like 4 different greyscale textures saved as a single file. The red, green, blue and alpha channel control specularity, reflectivity, self-illumination and bloom respectively. Like the color texture if the whole ship is glowing it's because it has no/a white alpha channel. As for the lights, are the lights part of the texture or are they flair lights added using a marker?
For gimp try going to colours - decompose - RGBA and decompose to layers. Then bucket fill the alpha layer with black and go to colours - recompose. If the Ironclad textures are doing it too though, it could be because you have multiple materials applied. Or it may be if you put black-da.dds in DisplacementTextureFileName and TeamColorTextureFileName. I've never seen those as anything but empty so that could be it.
It looks like the colormap alpha channel is all-white, since that controls the amount of team-colouring. The one in the file you uploaded isn't correct, the alpha needs to be completely black so the image looks completely transparant in an image editor. Are you using Gimp, Photoshop or another program?
You may be naming them hanger, they're spelt hangar.
My computer exploded, just got it replaced, so nothing new model-wise yet. We should have an entrenchment compatible version ready soon though.
We're considering doing Necrons next now, as we have all the models thanks to the Dawn of War mod team and they're half as big as the other races, they're probably going to need some fancy FX though if anyone thinks they could help. As for learning modding, check the stickies in this forum, the mod tools also come with some good documentation.
New fighter models, very reminiscent of Homeworld imo :P And the enormously powerful Ramilies (WIP texture) [img]http://xs536.xs.to/xs536/09075/fighters101.png.xs.jpg[/img] [img]http://xs536.xs.to/xs536/09075/ramilies276.png.xs.jpg[/img]
We're also looking to organize a multiplayer mod game each weekend, how many of you would be interested?
Make sure the XSI file doesn't have multiple materials, and that the alpha channel in the -cl texture isn't completely white.
Ingame pics http://www.modcraft.net/community/index.php?autocom=gallery&req=si&img=816 http://www.modcraft.net/community/index.php?autocom=gallery&req=si&img=817 http://www.modcraft.net/community/index.php?autocom=gallery&req=si&img=818
Which one of these styles do you guys prefer? Only prow colourable, dark colourable (May have problems with lighter colours) or light colourable (May have with dark colours)? Does anyone also know if we can change the default team-colours?
[quote who="SpardaSon21" reply="22" id="2037360"]Well 1.1 swapped the -cl and -da texture maps around. If you are using the 1.05 map style you need to swap the -cl and -da maps.[/quote] Thanks, that got it working [e digicons]:thumbsup:[/e]
Textures ahoy, hoping to get all the imperial ones ready by the next release [img]http://xs135.xs.to/xs135/09040/lunar221.png[/img] [img]http://xs135.xs.to/xs135/09040/lunar2554.png[/img] [img]http://xs135.xs.to/xs135/09040/lunar3105.png[/img]
Think Kiernyc, the sooner you take those pictures the sooner you can start using it in the virtual world *nudge nudge* ;p
I thought it strange that the Despoiler was so much thinner than the Desolater, I was going off the picture on the UKGW store and the spine batteries seemed to have no gap between them.