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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 03-21-2005, 06:24 PM   #1 (permalink)
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Default Texture Backgrounds

I know that the Artillery Platform uses something like this, cuz if you reskin the center of it, with the scaffolding, you get a black background, but the original ingame one has a transparent background on the skin, so you can actually see through part of the skin.

Does anyone know how to do that?
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Old 03-21-2005, 06:27 PM   #2 (permalink)
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I would guess by using a texture with an alpha channel. In fact, that's the only thing that makes sense to me. TGA and PNG are the most common formats for this.
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Old 03-21-2005, 09:45 PM   #3 (permalink)
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How do I do that?
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Old 03-22-2005, 11:57 AM   #4 (permalink)
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I would recommend you use .dds. The way it works is make the skin, then add a channel called Alpha1 (in photoshop you do this in the channels pallet, not sure but PSP) make sure it is all white. Then select any parts of the skin (in the RGB channel, if thts what its called, the main one NEWay), and (back in the Alpha channel) fill in the selection black. Save the new skin with "include alpha channels" or something to tht effect selected (I can't check what it is in photoshop, coz I'm on a public comp). If you are using DDS, make sure the "explicit alpha" option is selected (i think thts what its called, but I no its the third one down). The black bits of the alpha channel will appear invisible ingame IF you apply sertain settings to the mesh. To do this, select the mesh in RenX, and edit its texture. Under the middle tab (I forget its name) select "Alpha Blend" from the drop-down menu. One last thing, make sure you export using file>export, not "Export with [something something]" from the W3D options menu, as it will not export correctly.
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Old 03-22-2005, 04:01 PM   #5 (permalink)
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Nice. That worked real well. Thanks to both of you.
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Old 03-22-2005, 04:10 PM   #6 (permalink)
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You're quite welcome
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