loading screens...please help
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loading screens...please help
does anyone here use adobe illustrator... My loading screens load everything but the actual picture. i have read the oh=ther threads and saw some having same problem but the people who helped them referred to photoshop. I don't want to buy another program if i can avoid it. Can anyone help me?
I just had that prob myself. Have you gone here yet?
/forum/viewtopic.php?t=1545
For some reason when I seperated the RGB channels on my pic I couldn't copy one of them back onto the original to produce my alpha layer.
Some people suggest using the jpg format.
/forum/viewtopic.php?t=1545
For some reason when I seperated the RGB channels on my pic I couldn't copy one of them back onto the original to produce my alpha layer.
Some people suggest using the jpg format.
"all the governments in the world are corrupt and in the hands of the Illuminati"
I use Illustrator, yes as suggested before, export a jpg at the required dimensions, the script should still point to yourpic.tga but it will recognise your jpeg as the tga.
Hope it helped
Hope it helped
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
cloading screen
Thanks guys...I'll give it a try and see what happens
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Green Beret
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i also think you can open the .shader and take out the line force32bit
I know this been explained 900 times,but this was the only way mine worked.
i tried using alpha channels wit photoshop,and i can never get the screen to work.just make it a.jpg instead.but in the shader leave the ext. of the pic a .tgaalso change the bottom line to ensure it loads.
mapname <--without the .ext
{
nomipmaps
nopicmip
cull none
//force32bit <--take out
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/pic.tga <--leave .tga
blendfunc GL_DST_COLOR GL_ZERO <---Change to this
}
}
I know this been explained 900 times,but this was the only way mine worked.
i tried using alpha channels wit photoshop,and i can never get the screen to work.just make it a.jpg instead.but in the shader leave the ext. of the pic a .tgaalso change the bottom line to ensure it loads.
mapname <--without the .ext
{
nomipmaps
nopicmip
cull none
//force32bit <--take out
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/pic.tga <--leave .tga
blendfunc GL_DST_COLOR GL_ZERO <---Change to this
}
}
