TGA Problem


(GTBGranny) #1

Hi Guys.

I am trying to convert Loffys Jets Into Spitfires for my new map.

I have got the Spitfires flying over with a great sound to them.

My problem is that I cannot make the white around the Spitfires transparent.

I have tried many things and followed the tutorials yet the white is still there.

I wondered if anyone could tell me what I am doing wrong.

Here is a link to the tga if anyone wants to have a look.


(-SSF-Sage) #2

I don’t bother opening it, because it will take some time to me. Do you have proper alpha channel (in the fresher days I confused it to a layer)? White is full draw, black is full transparent, greys are partly transparent. You’ll find the channel from the rgb channels if you have one.


(obsidian) #3

He does have a proper alpha channel in his texture.

Would you mind posting up the shader you are using?


(GTBGranny) #4

I followed this tutorial exactly.

It all seemed to go well and looked exactly as the guy shows.

Unfortunately when I put the tga in my pk3 and run the game, it still has the spitfires flying over but they are inside the white square.

Just can’t figure this out.


(-SSF-Sage) #5

You need a proper shader… In case you have a shader, show us, if not have a little search.

@obsidian aye aye cap! :stroggbanana:


(GTBGranny) #6

I assume you mean the alderney SHADER file:

I haven’t renamed anything to spitfires yet.

textures/passing_airplanes/passing_airplanes_f15
{
	cull none
	nopicmip
	nomipmaps
		{
		map textures/passing_airplanes/passing_airplanes_f15.tga
		alphaFunc GE128
		depthWrite
		rgbGen vertex
		}
}


levelshots/alderney_cc_automap 
{
 
       nopicmip 
       
       nocompress

       nomipmaps
       {   
                    clampmap levelshots/alderney_cc.tga 
                    
                    depthFunc equal

                    rgbGen identity
 
       }   
} 

levelshots/alderney_cc_trans

{
 
       nopicmip 
       
       nocompress

       nomipmaps

       {
   
                    clampmap levelshots/alderney_cc.tga 
                    
                    blendfunc blend

                    rgbGen identity

                    alphaGen vertex
 
       }   
}

textures/temperate_sd/grass_dense1
{
	qer_editorimage textures/temperate_sd/grass_dense1
	q3map_nonplanar
	q3map_shadeangle 120
	surfaceparm grasssteps
	surfaceparm landmine
	implicitMap textures/temperate_sd/grass_dense1
}


(GTBGranny) #7

Guys It’s ok I have done it.

I The correct shader should have been.

Thanks for you help here, it’s much appreciated.

textures/passing_airplanes_textures/passing_airplanes_f15
{
	cull none
	nopicmip
	nomipmaps
		{
		map textures/passing_airplanes_textures/passing_airplanes_f15.tga
		alphaFunc GE128
		depthWrite
		rgbGen vertex
		}
}


levelshots/alderney_cc_automap 
{
 
       nopicmip 
       
       nocompress

       nomipmaps
       {   
                    clampmap levelshots/alderney_cc.tga 
                    
                    depthFunc equal

                    rgbGen identity
 
       }   
} 

levelshots/alderney_cc_trans

{
 
       nopicmip 
       
       nocompress

       nomipmaps

       {
   
                    clampmap levelshots/alderney_cc.tga 
                    
                    blendfunc blend

                    rgbGen identity

                    alphaGen vertex
 
       }   
}

textures/temperate_sd/grass_dense1
{
	qer_editorimage textures/temperate_sd/grass_dense1
	q3map_nonplanar
	q3map_shadeangle 120
	surfaceparm grasssteps
	surfaceparm landmine
	implicitMap textures/temperate_sd/grass_dense1
}


(Pande) #8

uh… how did that make it work since all you did was change a directory? Int he future though, use blendfunc blend instead of alphafunc GE128 you will get MUCH smoother blending. Also, edit the image and take out some of that white on the edges.


(GTBGranny) #9

I have no idea !

From my very limited experience, I think it’s going to be easier in future to learn how to actually make the movers rather than import them.

Now all my spawns and command posts are useless again causing game crashes.

:mad:


(-SSF-Sage) #10

[QUOTE={GTB} Granny;186361]I have no idea !

From my very limited experience, I think it’s going to be easier in future to learn how to actually make the movers rather than import them.

Now all my spawns and command posts are useless again causing game crashes.

:mad:[/QUOTE]

SV:NULL-what-ever-error? If so, that is the most common and simplest error to fix! Million topics about it on the forums.


(Pande) #11

The most common reason is that you have an origin brush that is not part of any entity, it is just coated in origin shader.

This will usually happen if you have deleted the rest of the entity but not the origin, and the link is broken.

This can also happen if you have an entity with no brushes in your map. Press L and look for entities that do not have an arrow beside them.


(Berzerkr) #12

Maybe this shader helps you for the airplanes.
But only if the texture has an alpha-channel.

textures/passing_airplanes_textures/passing_airplanes_f15
{
	cull none
	nomipmaps
	nopicmip
	implicitMask -
	surfaceparm trans
	surfaceparm pointlight
	surfaceparm alphashadow
	{
		map textures/passing_airplanes_textures/passing_airplanes_f15.tga
		rgbGen lightingDiffuse
	}
}

Maybe you have to add depthWrite and rgbGen vertex to it.


(Pande) #13
  1. no lightmap on that shader, berzerker
  2. no blending stages… hes gonna get a solid image.

Just use blendfunc blend after map textures/folder/spitfirethingy.tga


(-SSF-Sage) #14

[QUOTE=Pande;186439]1. no lightmap on that shader, berzerker
[/QUOTE]

Why would you need a lightmap for it? Seeing how it should be ignored while it is a dynamic object.


(GTBGranny) #15

I did this and there isn’t a single arrow anywhere in the whole list.

Not that I would know what an entity was if it came round here and took my dogs for a walk !

I will read more of the manual !