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window texture help please =(

Posted: Tue Nov 23, 2004 3:01 pm
by Splaetos
ok im no photoshop expert... I jsut learn new stuff it can do as I go along =(

Im tryign to make a stained glass window texture... Ive looked through lots of threads, and i just get more confused =)

first, I made the base layer the color I want the glass to be.

next, I made a new layer, and added a layer mask/reveal all.

so now I have two layers, one that has a mask which is mostly black and some blurring/glassfiltering done to highlights of gray.

But now I am unclear as to how to proceed... The mask has to be in an apha channel? right? I dont thoroughly understand alpha channels... should I just merge my two layers, and then pick one color to duplicate and make an alpha out of it? do I apply the mask to my previous colored layer?

sorry if these are obvious, but to me its very confusing....

edit-

ok... my mask was selected, and i created a channel from that.... this is still confusing... lemme see what happens tho...

Posted: Thu Nov 25, 2004 8:12 am
by bdbodger
Make your window normally the way you want it . This is for photoshop not paintshop pro . When you have your picture use the icon on the channels toolbox

Image

when the alpha channels is selected what ever is black is filtered out and what ever is white is transparent . Any thing gray will be translucent or semi transparent depending on what shade of grey you use . To see your picture and the alpha channel at the same time use the eye icon box on the other channels but make sure you have your alpha channel selected when you are editing it .

Posted: Thu Nov 25, 2004 1:33 pm
by Splaetos
thanks, wacko jsut sent me another method as well...

I had the alpha channel... but the problem was the how to keep that saved as a TGA, since it doesnt save more then just the three(4) main channels right?

Posted: Thu Nov 25, 2004 3:25 pm
by agentmad007
If you save it in Tga 32 bit with photoshop your alpha channel will be include.

Posted: Thu Nov 25, 2004 4:12 pm
by Splaetos
oh lol~

thanks,

now that i tihnk on it, I may have read that in a post somewhere... gyess it jsut never stuck in my head?

shader

Posted: Thu Nov 25, 2004 7:36 pm
by tltrude
The shader for your glass texture is important too. Here is one I did.

Code: Select all

textures/custom/tglassyellow
{
	qer_editorimage textures/custom/tglassyellow.tga
	qer_keyword window
	qer_keyword glass
	qer_trans .95
	surfaceparm glass
	cull none
	{
		map textures/mohcommon/environ_puddle.tga
		tcgen environment
		alphagen const .4
		blendFunc blend
	}
	{
		map textures/custom/tglassyellow.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		rgbGen Identity
		blendFunc GL_DST_COLOR GL_ZERO
	}
}
That "environ_puddle.tga" is the reflection layer, and there are different ones you can use.

Posted: Fri Nov 26, 2004 12:37 pm
by Splaetos
yea i already stole that from another thread tom, been using it to test =)