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loading screens...please help

Posted: Mon Jul 26, 2004 3:38 pm
by Sarge1001
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?

Posted: Mon Jul 26, 2004 5:18 pm
by hogleg
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.

Posted: Mon Jul 26, 2004 10:20 pm
by Jack Ruby
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

Posted: Mon Jul 26, 2004 10:54 pm
by Splaetos
the only fownside ive really seen thusfar with jpegs on loading screens.... is that if you lighten them up(which you usualy should a bit) they become overbright if you run the map in spearhead... but overall... thats not a huge deal...

cloading screen

Posted: Tue Jul 27, 2004 2:59 am
by Sarge1001
Thanks guys...I'll give it a try and see what happens

Posted: Wed Nov 03, 2004 6:44 pm
by Green Beret
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
}
}