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Max?II

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About Max?II

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  1. Max?II

    Problem with textures creation

    nevermind... I found the solution. It seems that creating the glass texture using only grayscale colors gets rid of the dithering... and since it's only a glass texture I don't need any other colors anyways. Also I've been playing with a plugin that converts images directly from photoshop to the DXT1 format used by ofp and it has a dithering on/off setting and some other very useful options. The only problem is that the file is not exactly the same format as the files created by texview  I've compared two files with an hex editor, one created by texview and another created with this plugin, and they seem almost identical, but with a few small differences in the headers. Maybe someone could write a small tool to convert the files created with this plugin to the same format used by texview? It would be great to be able to save the textures directly from photoshop. -Max.
  2. Max?II

    Problem with textures creation

    nevermind... I found the solution. It seems that creating the glass texture using only grayscale colors gets rid of the dithering... and since it's only a glass texture I don't need any other colors anyways. Also I've been playing with a plugin that converts images directly from photoshop to the DXT1 format used by ofp and it has a dithering on/off setting and some other very useful options. The only problem is that the file is not exactly the same format as the files created by texview  I've compared two files with an hex editor, one created by texview and another created with this plugin, and they seem almost identical, but with a few small differences in the headers. Maybe someone could write a small tool to convert the files created with this plugin to the same format used by texview? It would be great to be able to save the textures directly from photoshop. -Max.
  3. Max?II

    Alpha channel question

    Unfortunately, no. Â I'll let you know if I can get this working. Max.
  4. Max?II

    Alpha channel question

    Unfortunately, no. Â I'll let you know if I can get this working. Max.
  5. Hi, is there any way to avoid color dithering when converting tga's to pac/paa with texview? I'm having problems creating my own glass textures because texview dithers all the colors and it looks pretty bad when it is semi-transparent. I've been inspecting the original glass textures created by BIS and they don't seem to have the ugly dithering on them, only solid colors. Any ideas on how to achieve this? TIA, Max.
  6. Hi, is there any way to avoid color dithering when converting tga's to pac/paa with texview? I'm having problems creating my own glass textures because texview dithers all the colors and it looks pretty bad when it is semi-transparent. I've been inspecting the original glass textures created by BIS and they don't seem to have the ugly dithering on them, only solid colors. Any ideas on how to achieve this? TIA, Max.
  7. Max?II

    Alpha channel question

    I'm converting all my tga's manually with texview... and yes, I had the double extension problem but this is not the case, I'm sure the textures are being created correctly. Seems strange that it is working fine to some people here  Anyways.. thanks for your help Max
  8. Max?II

    Alpha channel question

    I'm converting all my tga's manually with texview... and yes, I had the double extension problem but this is not the case, I'm sure the textures are being created correctly. Seems strange that it is working fine to some people here  Anyways.. thanks for your help Max
  9. Ok, here's the problem: I don't know exactly what's going on here, but everytime I press Ctrl+W to reverse the normals of a face, It seems that the normals or the smoothing of other objects gets all messed up?! In other words, How can I reverse the normals of a face without o2 messing up the smoothing of other objects?? Or even better, is there any way to make a face double-sided? I mean without copying/pasting the faces and then inverting them to simulate the double sided effect. Cheers, -Max
  10. Ok, here's the problem: I don't know exactly what's going on here, but everytime I press Ctrl+W to reverse the normals of a face, It seems that the normals or the smoothing of other objects gets all messed up?! In other words, How can I reverse the normals of a face without o2 messing up the smoothing of other objects?? Or even better, is there any way to make a face double-sided? I mean without copying/pasting the faces and then inverting them to simulate the double sided effect. Cheers, -Max
  11. Hi, I have a problem in o2/buldozer: Why Buldozer does not display objects with alpha channel textures that are behind another object with an alpha channel texture? For example, I have a window and an object both using alpha channel textures, but trying to look at the object through the window, it disappears completely. Is this normal? Thanks in advance, -Max
  12. Hi, I have a problem in o2/buldozer: Why Buldozer does not display objects with alpha channel textures that are behind another object with an alpha channel texture? For example, I have a window and an object both using alpha channel textures, but trying to look at the object through the window, it disappears completely. Is this normal? Thanks in advance, -Max
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