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› Hmmm reflections?
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Hmmm reflections? (Read 274 times)
Dec 22
nd
, 2005 at 9:10pm
bartender
Offline
Colonel
Tank you com agian!
Posts: 273
Hey guys, I dl this G100 and Ive been working on it a bit(new repaint) and it doesn't have anyshine to it stock. Do I just make a new texture for the plane or does it have to be done by the modler. Any help is great!
Mr. Apoo The Great
&&&&My new baby:&&GA-K8N-Pro-SLI&&AMD 64 3200+&&1GB Corsair RAM&&Western Digital 250GB&&GeForce 7800GT GDDR3
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Reply #1 -
Dec 23
rd
, 2005 at 8:23am
igorski
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AGN Texures
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Posts: 1454
you can add shine with the alpha layer (with any luck, if your out of luck you'll end up with a semi - transparent aircraft)
To begin with, crate a new image the same dimentions as each of your texture files you want to add shine to (so fuse, wing tails etc), and make them all a light gey.
Then using dxtbmp, for each texture bmp you wish to shine, import the bmp as the alpha layer, and save as whatever format your using (preferably 32bit or dxt3)
And you will either have nice shine *woo* or a new stealth *boo*
If you wish you can now go about adding details to the alpha layer, such as bits that are not shiney (make these parts white) and bit thats need more (Darker) or less (lighter) shinyness.
Any question, just ask.
&&&&
http://www.agntextures.co.uk
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Reply #2 -
Dec 23
rd
, 2005 at 10:01am
bartender
Offline
Colonel
Tank you com agian!
Posts: 273
igorski, Man thanks. You put it like it's nothin, which its not. Thanks bro I'll post a photo of the somewhat finished product maybe today on the repaint and freeware forum so look out.
Mr.Apoo
&&&&My new baby:&&GA-K8N-Pro-SLI&&AMD 64 3200+&&1GB Corsair RAM&&Western Digital 250GB&&GeForce 7800GT GDDR3
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Reply #3 -
Dec 23
rd
, 2005 at 10:40am
igorski
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AGN Texures
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Posts: 1454
No worries, if i make it sound like its easy as pie to me then its the 5 / 6 years of practice / experiance I have behind me so far
Best of luck with your repaint!
&&&&
http://www.agntextures.co.uk
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Reply #4 -
Dec 23
rd
, 2005 at 1:36pm
wji
Offline
Colonel
Posts: 1644
Quote:
You put it like it's nothin, which its not. -- Mr.Apoo
It's as easy or difficult as one wants to make it
We all started out knowing nothing about repainting nor Alpha channels.
Martin Wright is the author of DXTbmp and (now) DXTbmp
x
.
May I suggest simply going to
Martin Wright's site
and start reading the page at:
"Here also some description of the formats actually used:
Note that alpha is used by FS in 2 different ways. It can be transparency or it can be reflection. It is not the texture that decides but the model it is being applied on. Most aircraft will be built to use alpha-reflection so the darker the alpha the more "shiney" the surface. The alpha will be a map of the different levels of "shineyness" of the various parts of the texture. Some other objects may be built with alpha-transparency so the darker the alpha the more transparent the texture . . .
etc., etc.,
After reading Martin's
comprehensive descriptions, experiment using different Alpha Channels of your choice.
Be certain to follow the link
to Martin's
DXTbmp Page
Look at the image! It shows the Alpha Channel and the varying shades to match the paintkit beside it.
It does not get any simpler than this.
Other than following these instructions, I have nothing further to offer except -- Good Luck
PhotoShop 7 user
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Reply #5 -
Dec 26
th
, 2005 at 2:00pm
Jakemaster
Ex Member
Quote:
if your out of luck you'll end up with a semi - transparent aircraft
I wish I was out of luck, I cant get a transparent part for the life of me!
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Reply #6 -
Dec 26
th
, 2005 at 2:55pm
igorski
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Colonel
AGN Texures
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Posts: 1454
lol thers always one
The reflectivity / transparancy is decided by the modeller, and its either one OR the other. The simshed Gnat is an example close to heart that uses alpha for transparency, most use it for reflectivity as you've found out!
&&&&
http://www.agntextures.co.uk
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Reply #7 -
Dec 26
th
, 2005 at 7:49pm
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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Posts: 1000000627
You can have both transparency AND reflective textures in the same part.
Typically, this is used in otherwise clear parts, like canopies, windows, etc.
The modeller creates the transparency in the part's material - and when creating the model he can apply a texture to it. If he tags the part as reflective, then the texture's alpha channel controls the reflectivity, but the part's material alpha controls the transparency.
Benefits? basically a bit of a "sparkle" on the glass.
Felix/
FFDS
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Reply #8 -
Dec 26
th
, 2005 at 7:54pm
igorski
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AGN Texures
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Posts: 1454
hmm, that is true,
of course what I meant was you cant have Transparenct AND Reflectivity
controlled by alpha
on the same part!
&&&&
http://www.agntextures.co.uk
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Reply #9 -
Dec 26
th
, 2005 at 9:51pm
Felix/FFDS
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Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
Quote:
hmm, that is true,
of course what I meant was you cant have Transparenct AND Reflectivity
controlled by alpha
on the same part!
I figured that's what you meant. I know that I frequently type an answer that seems so clear to me - and to others "in the know" but that to someone else may not be as clear. The confusion here is that the material alpha and texture alpha are similar in concept, but different in application.
Felix/
FFDS
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