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BB01.dds texture question

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Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

BB01.dds texture question

Post by Adonis VII » Thu Aug 06, 2015 4:49 am

The billboard texture textures\architecture\urban\BB01.dds is odd.  In viewers or UV mapping in Nifskope its mostly black with patchs of what seems like foam.  However when a model is actually rendered in NIfskope or in game, its as expected:


Why is this? I'd like to make a LOD for these billboards, but the end result is just the texture as seem in the UV Mapping window and not the normal render.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Well,

Post by TrickyVein » Thu Aug 06, 2015 5:35 am

Well,


[collapsed title=it displays correctly in photoshop.][/collapsed]


[collapsed title=What it looks like you're seeing in nifskope is the alpha channel applied to the diffuse.][/collapsed]


[collapsed title=Like this:][/collapsed]


Not sure why nifskope would be blending the two textures together in the viewer.



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

So using the unedited texture

Post by Adonis VII » Thu Aug 06, 2015 6:07 am

So using the unedited texture (obviously I would reduce its size drastically, but just for testing didn't edit), the LOD mesh generates the billboard and[collapsed title=Renders correctly in Nifskope] [/collapsed] [collapsed title=Doesn't render correctly ingame] [/collapsed]


Why might that be that both the Nifskope UV windows and the in game LOD render both bug out?



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Are the triangles on the LOD

Post by TrickyVein » Thu Aug 06, 2015 6:17 am

Are the triangles on the LOD mesh facing the right way?


Did you look at the alpha channel for the atlas texture (or, idk how you're doing this LOD generation stuff) to see if it has 100% transparency?


 



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Yep, it seems the alpha

Post by Adonis VII » Thu Aug 06, 2015 6:45 am

Yep, it seems the alpha channel in the atlas texture is is making it transparent.  However, I still can't seem fix this with GIMP as removing the alpha channel just gives white in the regions where it was transparent. This isn't an issue with bb05 or bb08.



FloorBelow
Posts: 4
Joined: Sun Jun 21, 2015 4:14 am

Go to channels, deselect Red,

Post by FloorBelow » Thu Aug 06, 2015 8:48 am

Go to channels, deselect Red, Green and Blue, then paint over and it should bring the opacity up.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Rather, bake the "wear" into

Post by RoyBatty » Thu Aug 06, 2015 9:08 am

Actually... invert the alpha channel and see how that looks.


Image

Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Got it working, thanks for

Post by Adonis VII » Thu Aug 06, 2015 11:14 am

Got it working, thanks for the advice: [collapsed title=Billboard LOD] [/collapsed]



AnvilOfWar
Posts: 208
Joined: Wed Oct 09, 2013 7:59 am

Even billboard LOD Adonis?

Post by AnvilOfWar » Thu Aug 06, 2015 1:28 pm

Even billboard LOD Adonis? Wow... this is going to be awesome, thank you for all the work that's going into your LOD overhaul. yes



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Well billboards are another

Post by Adonis VII » Thu Aug 06, 2015 10:12 pm

Well billboards are another low hanging fruit. Texture is only 128x256, and the front face is 2 polys. NV already has some LOD for them, but its only for the metal beam and supports, not the actual artwork. So why not.


EDIT: Make that 128x64.



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