TexMod question...

dethzilla

Ascalonian Squire

Join Date: Nov 2008

[Kw]

D/

I'm wondering if the Guild Wars client or TexMod itself can recognize any color as a cue for transparency. I'm working on some armor and weapon mods and I'd like to add some transparency. Any help is appreciated.

realtalk916

realtalk916

Lion's Arch Merchant

Join Date: Sep 2008

California

Reign Of Judgment [RoJ]

W/E

even if you could, you're aware only you can see youself with the mods right?

dethzilla

Ascalonian Squire

Join Date: Nov 2008

[Kw]

D/

I'm well aware, yes.

Felixious

Frost Gate Guardian

Join Date: Mar 2008

Sweden

W/

Are you making a nude mod? XD

nkuvu

nkuvu

Lion's Arch Merchant

Join Date: Dec 2005

Quote:
Originally Posted by dethzilla View Post
I'm wondering if the Guild Wars client or TexMod itself can recognize any color as a cue for transparency. I'm working on some armor and weapon mods and I'd like to add some transparency. Any help is appreciated.
I've worked a bit with transparency with TexMod, exporting to bitmaps. Exporting to other file formats may vary.

Transparency is handled in part by the alpha channel of the bitmap. Depending on the image editor you're using, though, you may not be able to edit the alpha channel. I used GIMP for some of the work, and Photoshop Elements for other parts.

Some things can't be made transparent. If the texture is not just on the alpha channel, you'll still have a shape there. For example, the Exalted Aegis is entirely on the alpha channel -- if you delete parts of that, you get transparent parts to the shield. But if you delete the alpha channel for something that's on multiple channels, you'll get a shiny texture, or just black.

I don't have tons of experience with this, just a bit of my own experimentation. But this should be enough to get you pointed in the right direction.

dethzilla

Ascalonian Squire

Join Date: Nov 2008

[Kw]

D/

Quote:
Originally Posted by nkuvu View Post
I've worked a bit with transparency with TexMod, exporting to bitmaps. Exporting to other file formats may vary.

Transparency is handled in part by the alpha channel of the bitmap. Depending on the image editor you're using, though, you may not be able to edit the alpha channel. I used GIMP for some of the work, and Photoshop Elements for other parts.

Some things can't be made transparent. If the texture is not just on the alpha channel, you'll still have a shape there. For example, the Exalted Aegis is entirely on the alpha channel -- if you delete parts of that, you get transparent parts to the shield. But if you delete the alpha channel for something that's on multiple channels, you'll get a shiny texture, or just black.

I don't have tons of experience with this, just a bit of my own experimentation. But this should be enough to get you pointed in the right direction.
First off, as a note, I'm using Photoshop CS3, also exporting to bitmaps.

When I pull the textures via logging mode in TexMod, I'll pull things like the armor skin itself, a texture that I've found is used for "shininess," but nothing that has any reference to an alpha channel (that I know of). Is there any specific way to access the alpha channel or am I just missing something obvious?