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Old 08-12-10, 03:54 AM   #31
sergei
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Quote:
Originally Posted by iowa101 View Post
i dont know how to post pics
Read the first post in the screenshots thread, there's a little 'how to'.
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Old 08-12-10, 04:34 PM   #32
mobucks
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DXTBMP to open a .tga maybe.. thats what i use for my texture editing. I really have not a damn clue how to do the things u r talking about.
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Old 08-12-10, 05:36 PM   #33
iowa101
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well, im trying to get a texture that may well be impossible so i changed my mind, does this texture look good enough to you guys

http://a.imageshack.us/img245/2549/068901.jpg

let me know what you think ok, also how do i edit deck gun textures
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Old 08-13-10, 01:38 PM   #34
sidslotm
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Default to DDS or not to DDS

This has been a brealthough post for me, thanks Sergie. DDS file format as good as it is, is a bit of a hidden art for me. I have been working on my first boat skin for a while now, a high res skin for the classT Triton by keltos. In my NNS Triton folder are 6 seperate skins, 2 of which seem to be negatives of some kind then 4 main images as follows.

NSS_Triton_T01...NSS_Triton_T01_Ir...NSS_Triton_T0 2...NSS_Triton_T02_Ir

I experimented with the Nvidia file save in Pshop and have been saving with 4Xcompression DXT3 and DXT5 and, not bad. My question is this, are the four highlight buttons in silent editor to highlight the 4 file types, see image, note the dive plains how they change the from grey to black when enable ambient occlusion is pressed, why, lol. I want grey dive planes not black.

thanks Sid




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Old 08-13-10, 02:37 PM   #35
sergei
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Quote:
Originally Posted by sidslotm View Post
In my NNS Triton folder are 6 seperate skins, 2 of which seem to be negatives of some kind then 4 main images as follows.
NSS_Triton_T01...NSS_Triton_T01_Ir...NSS_Triton_T0 2...NSS_Triton_T02_Ir
There is the texture file (T), the occlusion map (O) and the bump map (N).

Check out this thread sidslotm
http://www.subsim.com/radioroom/showthread.php?t=145555

Tater sent me the link this morning, as I have been having troubles with my specular masks.
Contains a complete run-down of the texture map, occlusion map, bump map and specular mask.
What they are and how the game uses them - a massively useful thread.
I've given it a little bump.

EDIT: Sorry sidslotm
Try this thread first
http://www.subsim.com/radioroom/show...light=tutorial
It's more of a general overview of the files.
The first thread I posted a link to is more of a technical how to if you want to make your own bump maps etc.

Last edited by sergei; 08-13-10 at 03:28 PM.
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Old 08-14-10, 01:11 AM   #36
sidslotm
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Default Crazy maps

thanks for that Sergei, I'm looking at the links right now.

I'm thinking maybe a sticky set aside just for this sort of DDS file. If I would have known the time taken to make a skin I'm not sure I would have started.

But thanks for sharing this info with us, I can plod on now, lol.

sid
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