View Full Version : Back to basics -still having problems with shield's textures
Hans Kloss
12-16-2005, 13:28
I know there has been a lot discussion on the subject but I still have problems with shields.I have read few threads but I'm not any wiser.Could someone please explain that to me what is wrong with this shield here :
https://img221.imageshack.us/img221/9624/image22wr.jpg
https://img221.imageshack.us/img221/4933/image10kb.jpg
So what is the way to make sure shields appear in the game without any glitches ?
professorspatula
12-16-2005, 18:13
That's interesting, the same thing happens with a CA model for BI that came with the latest patch.
https://img525.imageshack.us/img525/9301/stupidcamodel1id.jpg
Seems at least one of their own modellers is a bit confused too.
Look up 'Alpha Textures' and you will find the answer. This is what tells the game to make a particular bit of a texture see-though.
When you save you texture, make sure you are also saving the alpha channel. I assume you are just re-painting a stock one...so the alpha channel should be there to start with
professorspatula
12-16-2005, 18:48
If you look, the alpha channel is fine in his screenshot, but at a certain angle, and with a certain frame of animation, the alpha channel information is missing and hence there's one cavalryman with messed up alphas. The same thing is happening in the screenshot I posted of the unedited CA's buggy Imperial German Bodyguard. The missing alpha issue only appears very rarely, and most of the time you don't see it, so the alpha channel is obviously saved. Maybe there's something to do with the model and the UV mapping of the texture or whatever you modellers call it.
Red Harvest
12-16-2005, 20:06
Sounds like a good guess to me, professor.
Vercingetorix
12-17-2005, 02:04
It has to do with the mipmapping. When you save the texture save it with "DXT5 ARGB (Interpolated Alpha)" selected. Also, make sure "Generate MIP maps is checked."
Just realized it is because 1.6 update textures got saved in DTX3, instead of DTX3.
It affects, exempt WRE bodyguards, also pictish crossbowmen, british legionares, hunic general.
Chosen archers, also in DTX3, are fine since they don't seem to have any parts that require transparency.
Of course, if anyone was idea how to fix spear/shield issue for WRE bodyguards I would be interested...
Epistolary Richard
03-11-2006, 01:53
I think you'd need to redo the UV map on the model. I don't really understand it myself but have a look at the Beginner guide to skinning on the Scriptorium.
I think you'd need to redo the UV map on the model. I don't really understand it myself but have a look at the Beginner guide to skinning on the Scriptorium.
Now, isn't that part of CAS editing which I can't really do without owning of 3DMax of similar tool I guess.
Or I'm totaly wrong, I just know that modifing skin itself doesn't do any good (same area used in two places).
Epistolary Richard
03-11-2006, 11:54
Yes, UV mapping is done inside 3dsMax.
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