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LoadScreen using JPG file have strange APPEARANCE
Posted: Mon Nov 08, 2004 7:56 pm
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]
Posted: Mon Nov 08, 2004 8:30 pm
by Mj
Your brightness may be a bit high in MoH:AA, but i have known PSP to do weird things to my images...
Posted: Mon Nov 08, 2004 9:50 pm
by jv_map
tbh your shader sucks
Try this:
Code: Select all
user_98snowsniperfury
{
nomipmaps
nopicmip
{
clampMap textures/mohmenu/dmloading/user_98snowsniperfury.jpg
}
}
Posted: Tue Nov 09, 2004 11:27 am
by mcunha98
jv_map wrote:tbh your shader sucks
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
Posted: Fri Nov 12, 2004 2:49 am
by mcunha98
Hi JV !!!
First, again, thanks for your reply (a god of MOH mappers reply my question,ohhhhhh !!!

)
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.
Some idea ???
shader
Posted: Fri Nov 12, 2004 3:01 am
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.
Posted: Fri Nov 12, 2004 5:02 am
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
}
}
Posted: Fri Nov 12, 2004 1:06 pm
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 .
Posted: Fri Nov 12, 2004 3:50 pm
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
}
}
Posted: Sun Nov 14, 2004 3:25 am
by mcunha98
Some ideas pointing to a TGA file, but i use the JPG files.
Its a problem in your opinion ???

Posted: Sun Nov 14, 2004 9:49 am
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.