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FPSC Classic Product Chat / ,tga - example bulletholes.tga

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That Guy John
16
Years of Service
User Offline
Joined: 30th Apr 2010
Location: United States
Posted: 19th May 2010 02:53 Edited at: 19th May 2010 03:16
Ok, so after opening bulletholes.tga , I see that is has multiple holes for different material types, plus the blood splatter.

My question is, if I want to create my own bulletholes.tga .. how do you make FPSC call for one particular hole if they are all in one file?

Also, in "builgamme" it calls for languagebank\english\gamecore\backdrops\basic\exitgame.tga
for the exit game button... well exitgame.tga doesnt exist, but exitgame.dds does. Where is the .tga, in the .dds? So how would I edit it?

ThatGuyJohn.com (personal blog)
PCGameDrops.com Something for your PC to chew on!(Launched May 15th, 2010. Developers please have a look, will be updated aggressively)
bobochobo
17
Years of Service
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Joined: 9th Jul 2008
Location: My house, in the middle of my street
Posted: 20th May 2010 11:20
I don't know the answer for the first question really, but you could just edit the holes themselves.

You can install a .dds plugin for GIMP to edit .dds files, not sure about other editors.

That Guy John
16
Years of Service
User Offline
Joined: 30th Apr 2010
Location: United States
Posted: 20th May 2010 19:33 Edited at: 21st May 2010 02:43
Thanks,

I do use gimp often, found a plugin at http://code.google.com/p/gimp-dds/ works fine.

[updated]

Okay, I have found that fpsc will allow me to use the .tga and .png formats.

What are the particular advantages of using the .tga?

I do understand that tga and dds are common for realtime rendering programs (ie.. game engines, I did look it up)

What are the fall backs of not using the tga and dds formats?

ThatGuyJohn.com (personal blog)
PCGameDrops.com Something for your PC to chew on!(Launched May 15th, 2010. Developers please have a look, will be updated aggressively)

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