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FPSC Classic Product Chat / What's the deal with .DDS?

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AaronG
17
Years of Service
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 1st Feb 2009 00:46
Hey I've got a question, haha.
The other day I was trying to make some blood overlays, and I had the black background, and the red blood on a seperate transparent layer. Using the NVIDIA plugin (dds) I tried exporting and it offers me like literally 30 options! Which one should I choose? DXT5?


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Apple Slicer
15
Years of Service
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 1st Feb 2009 01:02 Edited at: 1st Feb 2009 01:06
I know, theres a lot!

There is ONE i know that does high quality...



EDIT: This I get with paint.net when file save as...
so i dont know if its what you are talking about...

Till Thy Migration Come...
Toasty Fresh
17
Years of Service
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Feb 2009 01:05
I use ARGB 32 bpp. Make sure it at least has 'A' in it, as in not just RGB.
AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 1st Feb 2009 01:11
Okay, thanks!


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Robert F
User Banned
Posted: 1st Feb 2009 02:17
How do you get it transparent? Every time I save it as a .dds and put transparency when I put it in Fps Creator it has a blood spot with a big black square around it. lol


Apple Slicer
15
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 1st Feb 2009 03:01
I know. it must be DYNAMIC.

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Robert F
User Banned
Posted: 1st Feb 2009 03:19
Quote: "I know. it must be DYNAMIC."


I dont think so. I have blood decals that are static and still work. I just dont know how they made them.


AaronG
17
Years of Service
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 1st Feb 2009 03:27
I think we have to use .bmp I'm not too sure...


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Apple Slicer
15
Years of Service
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 1st Feb 2009 03:41
Hmm. Static messes things up for me...

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rolfy
18
Years of Service
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Joined: 23rd Jun 2006
Location:
Posted: 1st Feb 2009 04:12 Edited at: 1st Feb 2009 04:18
Argb the 'a' is transparent channel, to use a transparent channel you must first create one in most graphic programs such as photoshop, the best way is to copy the rgb channel and it will convert to greyscale when you paste it into the trans channel, increase the contrast a little and you should be good to go. The best way to use tranparency in fpsc is to use tga 32bit, fpsc will auto convert these to .dds for you, if you want to create your own .dds then use argb 32bbp this accomodates graduated transparencies.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 1st Feb 2009 04:17 Edited at: 1st Feb 2009 04:21
The blood_splats can be static and still show transparency with a dds.

I placed two Blood_Splats in my map, and then I right clicked one of them and changed the texture path to point to my dds.

As you can see it is transparent...

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Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 1st Feb 2009 04:18 Edited at: 1st Feb 2009 04:24
I use Paint.NET and here is a pic of the settings that I used for the blood_splat pictured above...

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AaronG
17
Years of Service
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 1st Feb 2009 05:03
Ah you're a huge help CE, I got it working in x10!

Pic attached...


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Robert F
User Banned
Posted: 1st Feb 2009 18:21
Just now got it working. I just had a transparent background. Colored the blood where I wanted and saved it as a .png

Here is a pic in X9


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