LoadScreen using JPG file have strange APPEARANCE

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mcunha98
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LoadScreen using JPG file have strange APPEARANCE

Post by mcunha98 »

Hi,

I have a little question.
When i make my loadscreens in PhotoShop and export to JPG (high quality), in MOH:AA the screen have a "pale" appearance (my colors in PHOTOSHOP is "hot/live" but in MOH is very very "pale")

I need change settings of my .shader ou .urc file ???

my shader file:

Code: Select all

user_98snowsniperfury
{
 nomipmaps
 nopicmip
 cull none
 force32bit
 surfaceparm nolightmap
 {
  map $whiteimage
  }

  {
    clampMap textures/mohmenu/dmloading/user_98snowsniperfury.jpg
    blendfunc gl_one_minus_src_alpha gl_src_alpha
  }
}

my urc file

Code: Select all

menu "dm/user_98snowsniperfury" 640 480 NONE 0 

bgcolor 0 0 0 1 
borderstyle NONE 
bgfill 0 0 0 1 
fullscreen 1 
virtualres 1 
postinclude ui/loadingbar.txt 

resource 
Label 
{ 
name "Default" 
rect 0 0 640 480 
fgcolor 1.00 1.00 1.00 1.00 
bgcolor 0.50 0.50 0.50 0.00 
shader "textures/mohmenu/dmloading/user_98snowsniperfury" 
} 

end.
[/code]
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Mj
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Post by Mj »

Your brightness may be a bit high in MoH:AA, but i have known PSP to do weird things to my images...
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jv_map
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Post by jv_map »

tbh your shader sucks :P

Try this:

Code: Select all

user_98snowsniperfury
{
  nomipmaps
  nopicmip
  {
    clampMap textures/mohmenu/dmloading/user_98snowsniperfury.jpg
  }
} 
Image
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mcunha98
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Post by mcunha98 »

jv_map wrote:tbh your shader sucks :P

Try this:

Code: Select all

user_98snowsniperfury
{
  nomipmaps
  nopicmip
  {
    clampMap textures/mohmenu/dmloading/user_98snowsniperfury.jpg
  }
} 
Ok, thanks !
I try use this new configuration and i post a reply with the result later
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mcunha98
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Post by mcunha98 »

Hi JV !!!

First, again, thanks for your reply (a god of MOH mappers reply my question,ohhhhhh !!! :lol: )

Well, i try using the shader with this parameters

Code: Select all

user_98farmarena
{
 nomipmaps
 nopicmip
  {
    clampMap textures/mohmenu/dmloading/user_98farmarena.jpg
  }
}
But he generate a pale image, this screenshot i get directly in MOH:AA, so, he have a darkness appearance because MOH:AA record TGA files with more dark factor, but the true result is a PALE image.

Image

Some idea ???
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tltrude
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shader

Post by tltrude »

Try it with no shader at all. Use this line in the urc file.

shader "textures/mohmenu/dmloading/user_98snowsniperfury.jpg"

I'm not sure it will work, but it is worth a try.
Tom Trude,

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Green Beret
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Post by Green Beret »

well,your also callin for 32 bit for the pic.when i saved my .jpg,i only saved it half quailty(a slide bar option)
plus my .shader file looks like so and works fine

mapname //name of map(do not add the .bsp extension)
{
nomipmaps
nopicmip
cull none
//force32bit //take out force 32 bit
surfaceparm nolightmap
{
map $whiteimage
}
{
clampMap textures/mohmenu/dmloading/pic.tga //leave as .tga(itll still work)
blendfunc GL_DST_COLOR GL_ZERO //dont call for alpha
}
}
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bdbodger
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Post by bdbodger »

Ok this is what I have heard . First design your picture with a rez of 640x480 untill it is just how you want it . Next change the image size to 512x512 don't worry if it does not look right . Then try it . The game fits it back to the proportions of 640x480 and it looks better than if you had saved it at 640x480 . So I have heard .
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jv_map
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Post by jv_map »

If you want your image darker you can either just make it darker in photoshop or so, or change the shader:

Code: Select all

user_98farmarena
{
 nomipmaps
 nopicmip
  {
    clampMap textures/mohmenu/dmloading/user_98farmarena.tga
    rgbGen const 0.8 0.8 0.8 // rgb multipliers
  }
}
Image
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mcunha98
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Post by mcunha98 »

Some ideas pointing to a TGA file, but i use the JPG files.
Its a problem in your opinion ??? :(
jv_map
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Post by jv_map »

I always type .tga because the extension you use in the shader really doesn't matter. The game just looks for a .tga (I believe even if you use a .jpg extension) and if it can't find the .tga it'll use the .jpg of the same name.
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