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Battlefield Modding Tutorials BFMODS • View topic - transparency

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: transparency
PostPosted: Mon Feb 16, 2009 7:49 pm 
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ok I hate to have to bring this topic back to life. but I still can't figure this out :mad: i've tried making "masks" as i've seen in another tutorial. the problem is that I have psp. not photoshop. so is there anyone that has psp that knows how to make alpha layers? i've also noticed that certain .dds's have an alpha texute to that is completely separate. here's a picture.

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 Post subject: Re: transparency
PostPosted: Tue Feb 17, 2009 3:00 am 
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I use psp 7.04

anytime you save a dds for battlefield you should select dxt5 and mipmaps.

Then an alpha layer will be created and saved with the image.

open up any bf dds file and then in photoshop goto 'masks' tab then 'view mask' then 'edit'.

You are now editing the alpha layer. the darker it is the more transparent or sensitive to envmap it will become. (depending on the shader settings in your rs file)

when you are finished, select 'save to alpha channel' in the masks tab then save your dds.


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 Post subject: Re: transparency
PostPosted: Tue Feb 17, 2009 4:40 pm 
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 Post subject: Re: transparency
PostPosted: Tue Feb 17, 2009 5:58 pm 
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Igonore the 'no alpha channels will be saved warning'.. They will.

Your save settings are correct.

Yes, use the willy glass as a base.


Your 'light beam' object looks flat though.. maybe use a cone shape instead?

See how you get on..


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 Post subject: Re: transparency
PostPosted: Tue Feb 17, 2009 6:58 pm 
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 Post subject: Re: transparency
PostPosted: Sun Feb 22, 2009 5:19 am 
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 Post subject: Re: transparency
PostPosted: Sun Feb 22, 2009 5:33 am 
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 Post subject: Re: transparency
PostPosted: Sun Feb 22, 2009 5:45 am 
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Well I read through this topic and know one mentioned it. I thought the whole "worked great" was you getting the shape finalized..

I guess not. lol sorry for the waste of time. ;(

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