For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Masked Textures
-
Xavious
- OldUnreal Member
- Posts: 561
- Joined: Wed Jul 09, 2003 7:23 pm
Masked Textures
How does one make masked textures using photoshop?
I know about the bit-depth and size and all, but how do you define the areas of the texture that you want to go invisible?
I know about the bit-depth and size and all, but how do you define the areas of the texture that you want to go invisible?
As much as i try, i cannot seem to think of an interesting and amusing signature...I blame the stupid fools who stole all my ideas for decent signatures...
Fools...
I'll get you some day!
Fools...
I'll get you some day!
-
DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Masked Textures
There is a plain and simple answer for that 
Make sure all the parts in your texture that needs to be masked completelly black.
Check if either one of these values:
RGB:
R = 0
G = 0
B = 0
CMYK:
C = 0 %
M = 0 %
Y = 0 %
K = 100 %
Webcolor:
# 000000
In general people use the RGB value, but all do the job, they are all black.
In the editor, if you now hit masked during import than the texture will automatically asume all black parts are masked from that point.
But also textures that are not masked in a package, you still can make those masked in the editor by rightclick on the texture, choose Properties, choose Surface and than make bMasked true.
In reallity it does not matter if its black being used, it can be any color, the editor just recognises the last color in the 255 color palet. And since black always picks that spot its that color that will be used.
So if you want to use another color, because your texture is black from itself like a Ninja skin than you should change the palet so the last color is red, or blue or whatever other color, just not black or you will have an invisible skin
.
.
.
Make sure all the parts in your texture that needs to be masked completelly black.
Check if either one of these values:
RGB:
R = 0
G = 0
B = 0
CMYK:
C = 0 %
M = 0 %
Y = 0 %
K = 100 %
Webcolor:
# 000000
In general people use the RGB value, but all do the job, they are all black.
In the editor, if you now hit masked during import than the texture will automatically asume all black parts are masked from that point.
But also textures that are not masked in a package, you still can make those masked in the editor by rightclick on the texture, choose Properties, choose Surface and than make bMasked true.
In reallity it does not matter if its black being used, it can be any color, the editor just recognises the last color in the 255 color palet. And since black always picks that spot its that color that will be used.
So if you want to use another color, because your texture is black from itself like a Ninja skin than you should change the palet so the last color is red, or blue or whatever other color, just not black or you will have an invisible skin
.
.
.
Last edited by DieHard SCWS on Sat Aug 13, 2005 1:07 pm, edited 1 time in total.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
-
Xavious
- OldUnreal Member
- Posts: 561
- Joined: Wed Jul 09, 2003 7:23 pm
Re: Masked Textures
Good good, cheers muchily.
Hmm, tried it out. Can't get it to work...My texture is 128X128 and in .pcx format (it imports fine and all), and a large area of the texture is black using the RGB value. But when i import it and check the 'Masked' box, it doesn't seem to mask at all.
Here is the pic:
http://www.tcpclan.degroenepulk.nl/phpforum/download.php?id=280
(you may need to copy and paste that link into your browser, or perhaps even get it from the topic at the TCP forum (spam section))
Hmm, tried it out. Can't get it to work...My texture is 128X128 and in .pcx format (it imports fine and all), and a large area of the texture is black using the RGB value. But when i import it and check the 'Masked' box, it doesn't seem to mask at all.
Here is the pic:
http://www.tcpclan.degroenepulk.nl/phpforum/download.php?id=280
(you may need to copy and paste that link into your browser, or perhaps even get it from the topic at the TCP forum (spam section))
Last edited by Xavious on Sat Aug 13, 2005 2:12 pm, edited 1 time in total.
As much as i try, i cannot seem to think of an interesting and amusing signature...I blame the stupid fools who stole all my ideas for decent signatures...
Fools...
I'll get you some day!
Fools...
I'll get you some day!
-
StalwartUK
Re: Masked Textures
Thanks, that cleared up a few questions that I had about masked textures. 
-
DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Masked Textures
Yes it won't work for me either 
But there you go, this is why i choose backthan for BMP, unless someone finds the correct PCX index coloring settings. Because there seems to be a difference in how the files are being handeled (in Unreal ?).
Lol here we go for the third time this week
Ok try these settings:
[img]http://www.celticwarriors.net/Media/Pictures/IndexColoredOptions.jpg[/img]
And save it as BMP with these settings:
[img]http://www.celticwarriors.net/Media/Pictures/BMPSaveOptions.jpg[/img]
And to correct myself on previous posts, the index coloring settings as stated above DO NOT work with PCX !!! only on BMP !!!
The file you uploaded was already in the wrong index coloring seems.
What you need to do is this, open the file in Photoshop, convert it to RGB(so its more or less being reset), than to index colored as stated above and than save it as BMP file as stated above.
Import it in the editor and see if it works now, let us know if it did
.
.
.
But there you go, this is why i choose backthan for BMP, unless someone finds the correct PCX index coloring settings. Because there seems to be a difference in how the files are being handeled (in Unreal ?).
Lol here we go for the third time this week
Ok try these settings:
[img]http://www.celticwarriors.net/Media/Pictures/IndexColoredOptions.jpg[/img]
And save it as BMP with these settings:
[img]http://www.celticwarriors.net/Media/Pictures/BMPSaveOptions.jpg[/img]
And to correct myself on previous posts, the index coloring settings as stated above DO NOT work with PCX !!! only on BMP !!!
The file you uploaded was already in the wrong index coloring seems.
What you need to do is this, open the file in Photoshop, convert it to RGB(so its more or less being reset), than to index colored as stated above and than save it as BMP file as stated above.
Import it in the editor and see if it works now, let us know if it did
.
.
.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
-
Xavious
- OldUnreal Member
- Posts: 561
- Joined: Wed Jul 09, 2003 7:23 pm
Re: Masked Textures
Cheers muchinessocity, ill try it presently.
Edit/
It worked like several bags filled with charms.
Edit/
It worked like several bags filled with charms.
Last edited by Xavious on Sat Aug 13, 2005 5:32 pm, edited 1 time in total.
As much as i try, i cannot seem to think of an interesting and amusing signature...I blame the stupid fools who stole all my ideas for decent signatures...
Fools...
I'll get you some day!
Fools...
I'll get you some day!
-
DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Masked Textures
.
.
.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
-
Xavious
- OldUnreal Member
- Posts: 561
- Joined: Wed Jul 09, 2003 7:23 pm
Re: Masked Textures
Just one thing though:
Call me a photoshop noob, but could you please clarify what you meant by 'change the palet so the last color is red, or blue or whatever other color, just not black.'
Where is the palette? How do i change it? I put a pale green for the masked areas now, so i'll need to add that on the end of the palette...
Call me a photoshop noob, but could you please clarify what you meant by 'change the palet so the last color is red, or blue or whatever other color, just not black.'
Where is the palette? How do i change it? I put a pale green for the masked areas now, so i'll need to add that on the end of the palette...
As much as i try, i cannot seem to think of an interesting and amusing signature...I blame the stupid fools who stole all my ideas for decent signatures...
Fools...
I'll get you some day!
Fools...
I'll get you some day!
-
DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Masked Textures
Go to: Image --> Mode --> Color Table and choose Custum.
There i was wrong again :-/, its not the last but the first color.
So double click on the first color and change that color, you will now see all black colors are changed into the color you picked.
And that includes the black parts in the eyes, which is probably the reason you wanted another color instead of black.
But there is another thing called color bleeding, if you pick a complete different color as Sonic is, than ingame you will notice that the outside from Sonic will have a tiny outline with that color (that is called color bleeding). Its the transition between the masked color and the actual picture.
Sonic already has a small (blue # 171A5C) line surrounding it, and you should pick a color that is slighty different from that line that already surrounds it, if i were you try # 171A5F
Than off course you have to make the eyes black again, and any other part that previously were black and still are supposed to be black.
In effect always choose a color that matches the outside as close as possible, in this case it should be a dark blue color like # 171A5F
This is the reason why we want to be able to use Alpha channels in the S3TC textures, alpha channels will never give color bleeding.
I hope this will help you.
.
.
.
There i was wrong again :-/, its not the last but the first color.
So double click on the first color and change that color, you will now see all black colors are changed into the color you picked.
And that includes the black parts in the eyes, which is probably the reason you wanted another color instead of black.
But there is another thing called color bleeding, if you pick a complete different color as Sonic is, than ingame you will notice that the outside from Sonic will have a tiny outline with that color (that is called color bleeding). Its the transition between the masked color and the actual picture.
Sonic already has a small (blue # 171A5C) line surrounding it, and you should pick a color that is slighty different from that line that already surrounds it, if i were you try # 171A5F
Than off course you have to make the eyes black again, and any other part that previously were black and still are supposed to be black.
In effect always choose a color that matches the outside as close as possible, in this case it should be a dark blue color like # 171A5F
This is the reason why we want to be able to use Alpha channels in the S3TC textures, alpha channels will never give color bleeding.
I hope this will help you.
.
.
.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
-
Xavious
- OldUnreal Member
- Posts: 561
- Joined: Wed Jul 09, 2003 7:23 pm
Re: Masked Textures
Hmm...
I go into the color table, change the first color to the dark blue color as you suggested, then i go back to my picture, and change bits such as the eyes back to black.
Then then when i look in the color table again, the first color has gone black again...
Nvm, i got it working. Cheers for all your help.
I go into the color table, change the first color to the dark blue color as you suggested, then i go back to my picture, and change bits such as the eyes back to black.
Then then when i look in the color table again, the first color has gone black again...
Nvm, i got it working. Cheers for all your help.
Last edited by Xavious on Sat Aug 13, 2005 9:06 pm, edited 1 time in total.
As much as i try, i cannot seem to think of an interesting and amusing signature...I blame the stupid fools who stole all my ideas for decent signatures...
Fools...
I'll get you some day!
Fools...
I'll get you some day!
-
Buster
- Global Moderator
- Posts: 1616
- Joined: Wed Jun 08, 2005 3:02 am
Re: Masked Textures
OR make the "eyes" black+1 ... 
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
-
DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Masked Textures
You could indeed, but you still should re-color the the masked color to prevent noticable colorbleeding as much as possible.
Since Sonic is mostly blue on the edges, its a smart thing to choose a similar blue color as masked area.
.
.
.
Since Sonic is mostly blue on the edges, its a smart thing to choose a similar blue color as masked area.
.
.
.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com