I am but doesn't mean that I can't make a file which makes things easier for others during a time when I got time to burn.Kayliaah said:@Uli, I thought you were retired?
You keep asking me to remind you to do it but then you vanish because you're busy.
Strange, I'll have to reinstall it all this weekend then. Though it's beyond me why it's that way though, my DDS looks literally identical to my psd, no color change in the exporting.Kayliaah said:@Timbab, I just did it using the default texture for the Composite helmet, saved as DXT5, no change, 8.8.8.8 ARGB, no change.
Did the same with the normal map, nothing. So no matter what you did, it's on your end.
True that, it's especially a problem with environment textures. If you do some good HD ground textures, and miss some rocks or other environment stuff, they pop out extremely in comparison to the already modified textures. So unless you do everything, you can in a way make it more ugly overall, due to the uneven balance. With armor and items, it's a tick better at least.ImperialAssasin said:It looks great ATM, but the rest of SWG looks as bad as the original armor so it stands out as looking too good :O
Get on IRC more then.Kayliaah said:@Uli, I never said you were kidding about it, didn't you notice yourself that I haven't talked with you about modding for at least 2 months now? We barely talked even.
Yeah... Other than hardcore developers everyone does.Timbab said:Tried Debian and Ubuntu over VMware a while ago, seemed pretty slick, but in the end I prefer my Windows. : >
Kinda liked Debian more too.
There is linking with nodes between shaders, efts and then the vertex shading and pixel programming, what happens to the alpha is defined with the vertex shading/pixel programing you do I think, can't remember fully of the top of my head.Timbab said:No I do know that, but my question is, how does the game know to use the alpha channel of the colormap.dds? The same can be asked about .eft files.
There must be a definition for it somewhere, or am I missing something? I mean in the shader file, it defines which palette to use, which texture to use, etc, but it doesn't define it deeper than that.