Blocky Trees [Solved]

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Rikino

Blocky Trees [Solved]

Post by Rikino »

Okay, I have question/problem on trees on leaves and whatnot.

All I've done is recolored 'Dag1_vine.tga' (the leaf texture) to be a bit darker, and it's worked. However,
it's had the side effect of turning all the leaf thingies into big blocks, like so:
Hidden/Spoiler:
Image
And so:
Hidden/Spoiler:
Image

Does running a darken filter over 'Dag1_vine.tga' kill some sort of tranparency thing or what? It worked normally when I used the original .tga.
Bac-Talan
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RE: Blocky Trees

Post by Bac-Talan »

Ya, unfortunately that is probably your problem. It's something in when you save as a .tga
I don't really know how to solve it, but I think others do.
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RE: Blocky Trees

Post by Qdin »

isn't it because you've lost the opacity map?

before you ask what an opacity map is, I can tell you that it works like a bumpmap, which it means that where it's black it won't be rendered (so it'll be to see through :P) and with the bumpmap it adds 'details' and grooves and such :) Are you sure you got everything when you copied that file? :wink:
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RE: Blocky Trees

Post by FragMe! »

I believe Qdin is correct having experience similar effects. Some paint programs don't handle
the transparency (or opacity if you would like) on existing tgas and therefore lose any kind of
shape that was on the file resulting in blocks. The one program that I have
found that does handle it is GIMP it is free and can be found via Google search sorry don't have the link handy.
Rikino

Ahh...

Post by Rikino »

Yay! Opening it in GIMP first works!
Okay, usually I use Paint Shop Pro 6 (old fashined I know) to do whatever I'm doing to .tgas, and copy them over to GIMP to save. I opened the original in GIMP first, and it looks like FragMe! is correct; PSP 6 couldn't handle the transparency.

Image


I'll just try to figure out how to darken it in GIMP... that'll solve the problem, I bet. Thanks for the help, guys.
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RE: Ahh...

Post by FragMe! »

One thing to note with GIMP is always do a Save As for TGA files even if you are going to call it the same thing as
just doing a save will compress the file which BF2 can't hande. So buy doing the Save As it will give
you an option box and just uncheck the RLE compression.
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RE: Ahh...

Post by Qdin »

ahh - I never looked into the Foliage :roll: So therefore I didn't thought of a Opacity Layer. Good to see this is fixed :)

Care if we make this topic a bit more useable? :wink:

For instance, I would like a short description of how the Opacity layers works :) Since they don't work as Opacity maps, how does it know where there are opacity? :wink: (I know, but other's may not. And it's a great thing to know :P )
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RE: RE: Ahh...

Post by Rikino »

By all means, I'd like to know how these 'Opacity layers' work. But from the looks of it, it uses a tree/leafy texture (as seen in the PSP 6 screenie), and then layers something over that (like a bumpmap, only built into the image?) to say where it's transparent. Is that close?
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RE: RE: Ahh...

Post by t551 »

The opacity is determined by the texture's alpha channel, black being full transparent and white being full opaque.
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