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just for the future so there won't be any mix up ... it is called the brush tool ... or the paint bucket tool, not paint :\
and @ Gumby MSPaint = Paint.Net ??
Paint.Net is much more advanced than MSpaint ... as it supports adding and editing layers and many other things that standard paint doesn't . but I rechecked and it doesn't have channel editing it seems
Last edited by Samer (10/31/09 06:10)
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just for the future so there won't be any mix up ... it is called the brush tool ... or the paint bucket tool, not paint :\
im sorry ...by version is not eng ...im not sure how i should describe it to make u guys understand
ps20 post edit _
thanks....i will try again but the whole entire thing is alreay white ....... but that doesnt mean the whole thing is reflective ..???
infact ...i will upload what ever i have now .....
If the alpha channel is all white, then that texture does not have any reflectivity or transparency.
isnt white meant to be reflective ????plz try and correct me ...solve what i have done wrong in this rar many thx(a question ...... white is for reflectivity so is it black for transparency. ???) i honestly dont understand this .......
the whole pic is white mean no reflectivity and transparency ....and then u said that white a the reflective ?????
and i extact some sample they have it white ????? ...........
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@ dream I don't know why u are complicating urself this much it's really easy :S I did the BGi coats that way .
1- convert the TXMP's u want to xml and u'll get a tga too
2- open the tga in photoshop ... go to the channels panel u'll see that there is an alpha channel but like u said it is all white ... that doesn't matter now because the xml still doesn't support reflectivity until u edit the xml it won't be reflective .
3-to see what u are doing there's a small eye icon near the channels right ?
make sure there's an eye near the alpha channel and near only one of the other channels for example the blue ... now select the alpha channel and color black or white ( it will look red)
select the alpha channel, in photoshop ... select the brush tool choose the color black
color the bits u don't want to be reflective black and the bits u want reflective white ... using the brush tool .
4- Save the tga file
now open the xml
In the format put :
<Format>ARGB5551</Format> this is the best one
and add this line
<EnvMap>TXMPstrikerarmor</EnvMap> right under it
instead of TXMPstrikerarmor u can put
TXMPenvksface
TXMPSUPER_REFLECT (this one i used for the coats)
convert the xml back to TXMP .. make a package and u're done
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when u convert back to TXMP u convert the xml not the tga
and u have to make a package ... I think u're forgetting these steps
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what is the different between TXMPenvksface and TXMPSUPER_REFLECT ____ETC???
and your step3 i only put an eye on the #4 alpha channel and nothing else ....would that still work ?
and can u show me one example .....???
btw i think i had done one .....but it wont let me covert it back check it ,,,, and see what i have done wrong
Last edited by dream996 (10/31/09 08:10)
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The difference between the envmaps is how the reflections will look.
Formats that have the letter A, Oni will recognize it as having an alpha channel and as Gumby stated, is there is an envmap included in the tags, it will be reflective, if there is no envmap, then it will be transparent.
To convert the file back to oni, you have to remove the "%" from the file name, convert it and then add the % back to the .oni file. It is a known bug, but it has not been fixed.
Last edited by EdT (10/31/09 09:10)
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To convert the file back to oni, you have to remove the "%" from the file name, convert it and then add the % back to the .oni file. It is a known bug, but it has not been fixed.
is not working .....
Last edited by dream996 (11/02/09 11:11)
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Sorry, partly my fault.
This is the correct statement:
<Texture>
<Flags>HasMipMaps</Flags>
<Format>ARGB8888</Format>
<EnvMap>TXMPenvksface</EnvMap>
<Image>TXMPIteration0012Fk4_head.tga</Image>
</Texture>
<EnvMap> appears before <Image>
But, you also need to remove the % from the image tag name:
<Image>TXMPIteration001%2Fk4_head.tga</Image>
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the jacket still doesnt work.....(convert
it wont let me do it
and i done the head ......she is really shiny ....but she turn in to a monster .....
Last edited by dream996 (10/31/09 10:10)
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did u color it blue on purpose :\ ?
also it is better to use ARGB5551 if u are planning to release it for others to use too ^_^
Last edited by Samer (10/31/09 11:10)
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did u color it blue on purpose :\ ?
of coz not !!!! i need to get everything sovle by the end of today ...otherwise i will be a little bit annoy ////...
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mmm ... what ? ^_^
look I think the best thing u can do is start over ...
follow the steps I mentioned in post 28 and try not to improvise
of "coz" ... u may get frustrated at first but just try to keep it zimple ^_^
see this example it's the BGI chest of the agent I made, the coat is reflective while the neck, tie and shirt aren't ... compare the 3 files and try to imitate them and use the ARGB5551 not the 8888 ... I don't think u even have the patched version ( when TOCS updated his textures u couldn't see them http://oni.bungie.org/community/forum/v … hp?id=1121 )
good luck ^_^ try not to get too annoy ...
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Aw Samoko give the non-native English speaker a break.
If we don't change the direction we're going, we'll likely end up where we're headed.
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I didn't say anything
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dream996: Look at the xml for the jacket carefully, you should see what is wrong.
Also, if you didn't patch your Oni engine to support ARGB8888, the colors will be off. Use ARGB5551 instead as Samoko stated.
I tested your textures and they work fine in Oni using ARGB5551.
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just to help u out more compare the name of the image
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just to help u out more compare the name of the image
damn....i should read that bit b4 a read edt's but ....heyho ..i finally find the problem,....
I FIXED THE HEAD and covert the jacket ....but how come it doesnt have the shiny effect on /?
Last edited by dream996 (11/02/09 11:11)
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did u make it a package ?
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dream996: Why is the file named: k4_jacket.oni?
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konoko (type 4 outtfit) JACKET
btw .....any ideas about the post 42 ?
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That's what I mean, if you are replacing the existing jacket with your reflective one, the name should be the same: TXMPIteration001%2Fk4_jacket.oni not k4_jacket.oni
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it is right _ PST 42 first file
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Sorry, when Google Chrome downloaded the file, it shortened the name to k4_jacket.oni, very odd.
I used your jacket file in Oni and it is reflective.
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I used your jacket file in Oni and it is reflective.
u sure ? is not working 4 me
post a screenshot....
my is not working is complete black...
the head is working (btw thx sososo much
Last edited by dream996 (10/31/09 19:10)
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its prolly not named properly, i think i know whats wrong...
when you converted it back to a texture, did you rename it and take out the %2F ??
if you didn't then it didn't convert, onisplit wont convert anythin with %2F in it
Last edited by Mukade (10/31/09 19:10)
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