Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Transparent HUD as .dds

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Tue May 31, 2005 12:34 am

Transparent HUD as .dds

I'm wondering what format a transparent HUD mat should be. I know how to make tranparent canopies - I almost always make ships with cockpits and canopies, saving the transparent mats in those cases as 24-bit .tga files.

But in Milkshape, no matter how transparent the mat is in Photoshop, it has a whitish background in MS. I made the transpency 2% of its original strength with the Layer Blending Options, and it looks like i want it in Photoshop. But it is not very clear in MS - even when I turn down the opacity bar under the mats tab, that makes all of it less opaque, not jusr the background.

Now, I can make the HUD mat refer to a .psd picture image, and that one does stay clear like I'm aiming for. But will FL support a psd image? I never really thought about it 'til now ... I also made a .dds version of the HUD, and that one looks like I want it to in Milkshape, but I am not sure yet how it'll do in FL - still have to finish model before testing.

So is .dds the best choice for something very transparent, or is there something else I'm overlooking?
Thanks.

- Ro9ue
_________________________________
"Do or do not. There is no try."
- Jedi Master Yoda

Post Tue May 31, 2005 4:10 am

No, FL only supports DDS and TGA

Post Tue May 31, 2005 6:54 am

Ro9ue theres a link to nvidia plugins for photoshop that will let you save in dds.Look in the thread "saving in dds" a couple of threads below this one.

Post Tue May 31, 2005 7:11 am

Ah, thanks, but I already grabbed those Thanks to them, I can save .dds no prob now. So saving the mats isn't the holdup anymore. Thanks, though.

But I was wondering about whether .dds will save as transparent, as very clear (pretty much see-through except for the parts like radar, ship status, mission objectives, and comm heads, which I want to see.

- Ro9ue
_________________________________
"Do or do not. There is no try."
- Jedi Master Yoda

Edited by - Ro9ue on 5/31/2005 8:13:44 AM

Post Tue May 31, 2005 7:39 am

yes it will save as transparent.you do need to pick your alphas first before exporting & so far its been nothing but a headache for me(alpha channels),but then i am using paintshop 8 and its total crap so maybe it will work correctly for you in photoshop.

Post Tue May 31, 2005 9:25 am

Yes, DDS DXT3 with an alpha channel is the best choice. Don't worry about how things look in Milkshape... the FL engine uses DirectX, not OpenGL, and renders a lot of things completely differently- transparency being one of them.

Post Thu Jun 16, 2005 6:15 am

Oh and one other thing; When you export to dds using DXT3 or DXT5 with alpha, in photoshop, if any of your layers have any transparency, it will be saved with the proper level of transparency.
At least it did for me.

Post Sat Jun 18, 2005 7:06 pm

Ok, thanks guys, for the help/replies I think I can comfortably work with .DDS. They rock - I love not having to flip textures and having tiny .mat files (compartively speaking). Although, Aluminum, I have had some pretty weird things happen to my canopy textures - I have saved them as transparent files, though FL renders them as very opaque and light-colored - almost metallic. Heh, not too transparent. But I finally got them right.

So, thanks

- Ro9ue
_________________________________
"Do or do not. There is no try."
- Jedi Master Yoda

Post Sun Jun 19, 2005 9:28 am

If your textures aren't transparent, that's probably your Ec or Dc settings. Check them both with UTF Edit.

Post Mon Jun 20, 2005 2:32 pm

Making your texture have an alpha channel in photoshop instead of making groups of geometry into an glass group would allow you to be more flexible.
Getting FL to interpret the alpha channel in the dds file correctly gets annoying. Although lucky for me it worked the first time but that might just be because I used non-decimal values for my alpha's in photoshop. I.E. 25%, 50%, 75% etc. etc. Instead of using the slider.

Return to Freelancer 3D Modeling and Texturing Forum