Textures appear black ingame

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posted on October 18th, 2010, 9:05 pm
Last edited by RedEyedRaven on October 18th, 2010, 9:08 pm, edited 1 time in total.
Hey there.

I was doing a little modding the past days, especially regarding my personal command-vessel-tier.
Since the Enterprise-B-Excelsior-model is very special, I decided to make it unique for my IA games; though the textures of the chosen model appear to have black parts which aren't looking black in TGATool2. I don't really know how to edit them yet so I decided to ask for advice while showing some screenies.

http://armada2.filefront.com/file/Excelsior_Refit;67077

that's the model as it looks in stock

Edit: These screenies should show the "blackening"; I did them in map editor with several lightspots on the ship from different angles.

Attachments

FOScreenShot_101018_225742.png
FOScreenShot_101018_225801.png
posted on October 18th, 2010, 9:12 pm
Did the affected area have a lightmap originally? I've got that on several models before (including a Lakota-varient) that don't work with them. I just used a different model.
posted on October 18th, 2010, 9:13 pm
Yeah it has lightmaps, and these are what I like on that model; I'd just hoped they were not incompatible to FO and somehow editable.
posted on October 18th, 2010, 9:21 pm
Blade thinks it might be the 'material settings' :)
posted on October 18th, 2010, 9:23 pm
yh was the mesh altered in anyway when importing?
posted on October 18th, 2010, 9:31 pm
I just pasted the copied files of the A2-mod into the FO-directories and made my own odf and techtree-settings. But the mod itself has its own light.spr, to update some stock-A2-lightin. Didnt include that data before.
posted on October 18th, 2010, 9:43 pm
that shudnt matter tbh
posted on October 18th, 2010, 9:49 pm
Blade wrote:that shudnt matter tbh


that was my impression as well, since it also worked without the updated sprite-file in stock.
posted on October 18th, 2010, 11:13 pm
yeah, solid black material settings, or a light map error.

Try it on another map, and see what happens.
posted on October 18th, 2010, 11:25 pm
Adm. Zaxxon wrote:yeah, solid black material settings, or a light map error.

Try it on another map, and see what happens.


I tried it on several maps with different background and lighting settings, same results.

however, I guess I have to try out doing fancy stuff with the TGA's. Although I'm just starting to do such things. The only thing I can do by now is removing registries  :lol:
posted on October 18th, 2010, 11:28 pm
Feel free to write up anything you learn into short bullet points, or a guide if you feel up to it  :whistling: .
posted on October 19th, 2010, 12:04 am
Dominus_Noctis wrote:Feel free to write up anything you learn into short bullet points, or a guide if you feel up to it  :whistling: .



Well, "up to it" I'd be when it comes to odf-modding because that's something I did since I had stock-Armada2 (basically I started in 2002). Except for a good balance and cool elements like modules, I had a very canon-like Borg-unit system for example; However the AI was unable to use it correctly.

However my spare-time is kinda limited atm and I dunno when I find time.
posted on October 19th, 2010, 4:34 am
Did you edit the models textures before you tried to add it to the game. I am asking because photoshop doesnt handle transparency correctly.
posted on October 19th, 2010, 5:12 am
Dircome wrote:Did you edit the models textures before you tried to add it to the game. I am asking because photoshop doesnt handle transparency correctly.


As I told some posts before; I simply drag'n'dropped .SOD and .TGA's into the folders of my FO-modding-directory.

I do not have any programs dealing with graphics except for Irfanview (which allows to simply look at Targa without seperating lightmaps) and TGATool2.
posted on October 19th, 2010, 5:51 am
Just a random guess here, but in the FO install it does not put textures in a RGB subdirectory whereas stock does have this.  It may be that the model is simply not finding the textures.

So:
If you put the textures in TexturesRGB try putting them up one level.
If you put the textures in Textures then try creating a RGB subdirectory.
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