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[Request] Adding picture to grunts face
Traggey Offline
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#11
RE: [Request] Adding picture to grunts face

The texture needs to be scaled according to the power of two, and should be a .dds textures, .tga might work aswell. THe engine does not read JPG or PNG.
03-12-2012, 05:36 PM
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LulleBulle Offline
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#12
RE: [Request] Adding picture to grunts face

(03-12-2012, 05:36 PM)Traggey Wrote: The texture needs to be scaled according to the power of two, and should be a .dds textures, .tga might work aswell. THe engine does not read JPG or PNG.
What does the power of two mean? And can I just save it as .dds/.tga or do you have to convert it in another way?

03-12-2012, 05:50 PM
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Traggey Offline
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#13
RE: [Request] Adding picture to grunts face

The power of two is basicly scaling, for example 32 x 32, 128 x 128, 256 x 256, 512 -- 1024 -- 2048. The list goes on. And just save it as dds or tga? I don't know what you mean, of course you save it as one of the following formats.
03-12-2012, 06:07 PM
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LulleBulle Offline
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#14
RE: [Request] Adding picture to grunts face

(03-12-2012, 06:07 PM)Traggey Wrote: The power of two is basicly scaling, for example 32 x 32, 128 x 128, 256 x 256, 512 -- 1024 -- 2048. The list goes on. And just save it as dds or tga? I don't know what you mean, of course you save it as one of the following formats.
I mean like, if you're using paint you just press "save as" and write PICTURE.dds

03-12-2012, 09:04 PM
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Your Computer Offline
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#15
RE: [Request] Adding picture to grunts face

The engine does read PNG and JPG, you just need a material file that references these images.

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03-12-2012, 09:05 PM
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Mine Turtle Offline
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#16
RE: [Request] Adding picture to grunts face

(03-12-2012, 09:05 PM)Your Computer Wrote: The engine does read PNG and JPG, you just need a material file that references these images.
though .dds and .png files are prefered, right?

[Image: 201107142327000.gif]
(This post was last modified: 03-12-2012, 10:43 PM by Mine Turtle.)
03-12-2012, 10:43 PM
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Your Computer Offline
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#17
RE: [Request] Adding picture to grunts face

(03-12-2012, 10:43 PM)darkadders Wrote: though .dds and .png files are prefered, right?

DDS is the better choice due to mipmap support, but for already small images any supported image format would do.

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03-12-2012, 10:52 PM
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Kman Offline
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#18
RE: [Request] Adding picture to grunts face

Since you're obviously totally new to the Level Editor (considering you didn't even know what a billboard was) I'll walk you through what to do, since no one else is giving you the full process, but rather fragments of it...

1. Scale your image to the power of two (I usually go with 512x512)
2. Apply an alpha channel to the image and erase everything you don't want (so basically erase everything in the background/everything you don't want on the monster) then save it as a .png
3. Open up the Material Editor
4. Under type select "soliddiffuse", then check off "diffuse" and "alpha" under Texture Units
5. Click the "..." under Diffuse and find your image, then repeat this step, but instead find your image under Alpha instead of under Diffuse
6. Hit file and Save As, name it whatever you want and put it in the billboards folder, then put the original image of it in your billboards folder too
7. open up the Model Editor
8. Load the grunt model
9. Click the tab on the left that says "Billboards" and find your billboard
10. Select your billboard, on the right go to the tab that says "Billboard" and pick the billboard type "Fixed Axis"
11. Adjust the billboard and position it where you'd like it to show up in game
12. Select the joint in the head of the Grunt, then go into the "Attachments" tab
13. Click "Bi" then "Attach", click your billboard, and then hit done
14. Save it as something other than "servant_grunt" or you will overwrite your original file, maybe do "Servent_Grunt_Two"
15. Place it in game and it should work fine

Hope this helps.

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03-12-2012, 11:54 PM
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LulleBulle Offline
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#19
RE: [Request] Adding picture to grunts face

(03-12-2012, 11:54 PM)kman Wrote: Since you're obviously totally new to the Level Editor (considering you didn't even know what a billboard was) I'll walk you through what to do, since no one else is giving you the full process, but rather fragments of it...

1. Scale your image to the power of two (I usually go with 512x512)
2. Apply an alpha channel to the image and erase everything you don't want (so basically erase everything in the background/everything you don't want on the monster) then save it as a .png
3. Open up the Material Editor
4. Under type select "soliddiffuse", then check off "diffuse" and "alpha" under Texture Units
5. Click the "..." under Diffuse and find your image, then repeat this step, but instead find your image under Alpha instead of under Diffuse
6. Hit file and Save As, name it whatever you want and put it in the billboards folder, then put the original image of it in your billboards folder too
7. open up the Model Editor
8. Load the grunt model
9. Click the tab on the left that says "Billboards" and find your billboard
10. Select your billboard, on the right go to the tab that says "Billboard" and pick the billboard type "Fixed Axis"
11. Adjust the billboard and position it where you'd like it to show up in game
12. Select the joint in the head of the Grunt, then go into the "Attachments" tab
13. Click "Bi" then "Attach", click your billboard, and then hit done
14. Save it as something other than "servant_grunt" or you will overwrite your original file, maybe do "Servent_Grunt_Two"
15. Place it in game and it should work fine

Hope this helps.
I'll try this, thank you. And the leveleditor has nothing to do with it so your statement was false.

03-13-2012, 09:42 AM
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flamez3 Offline
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#20
RE: [Request] Adding picture to grunts face

(03-13-2012, 09:42 AM)LulleBulle Wrote: I'll try this, thank you. And the leveleditor has nothing to do with it so your statement was false.
Billboards are a big part of the game. The level editor is the main tool to use billboards. Seeing how you do not know what one is, one might think that you do no know alot about the level editor.


03-13-2012, 11:43 AM
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