Installed the plugin but i can't find the DDS option when i try to Save AS. Edit: Weird after reboot.. it shows now
Is there a listing anywhere with the DDS file specifics of the different files? I remember that the menu icons don't use a "normal" DXT5 or DXT1 setting. IIRC the Cube maps also have a different setting, but I can't recall what it is either. Can anyone post all the different types of DDS files that the engine will recognize? As far as I know this information can't be pulled from the default files, as far as I can tell anyways. [EDIT] I found the Cub Map setting to be a general setting; DXT1, no alpha, set Cube Map in the drop down.
Hello, What is the naming for all skin parts ? (Window, windscreen, inside plate, rim wheel) For instance my main skin is called xx_alt.dds. Thanx.
I have a question. How do i get a "Shadow map" for a template. It's a little bit difficult to explain what i mean, but as an example, i took this image which was postet by Tim: What i mean is, that the yellow parts have some kind of shadow. I've seen that before on a rF1 template, there it has been a layer with only the shadow and transparency. Maybe someone can tell me how to make it and if i can do it by using photoshop or 3DSMax. Or a link to a tutorial would be helpful too.
If you have a black and white blank template, you could keep on a layer above all of your painting layers and set it to 'multiply.' If you don't have a blank one, you'll have to ask the vehicle's author to provide one.
What do you mean with "a black and white blank template"? Do you have an example or tutorial how to make it? And maybe i wasn't clear enough, but i want to know how i can make a "shadow map" by myself. I have a vehicle in 3DSMax. And when i e.g. make Unwrap UVW/edit, i can make the wireframe in 3DSMax. But what i'll have to do to get some kind of "shadow map"? Remember, i've said that i have seen a transparent layer which only was the shadow, in an existing template (unfortunately i can't find it anymore). And this must have been made with 3DSMax i think. But how?
I went through all this thread but I couldnt find answers to the following: When I painted Spark F3, I made an ALTEXTRA0 dds file and inside of cockpit was painted the same colour of the body. I tried the same with Eve F1 but it didnt work. Lets say the skin was nikosALT.dds and I did a nikosALTEXTRA0.dds too. Nothing, it didnt work. Is it possible to paint the wheel rims of the Eve? How do you name the file then? BTW in previous builds I could rotate the car in Tuning. Now I cannot.
In the EVE cars (At least, in the F2) the inside texture is not an 'extra' texture, so it doesn't work with that system afaik. Same here, I believe, the rims are not set up as an 'extra' texture afaik. There's a tuning scene called something like 'preview image' or something to that effect; this scene does not rotate. Try one of the other ones.
Just an FYI, changes coming in the skin area to make sharing/using easier (and outside of the rfcmp) for cars. That's why I haven't been too active in this thread lately as I've been pushing them the other way.
Tried GIMP 2.8 but can not save as dds . Tried for hours but no joy even though it seems easy for everyone else. What am I missing?
I have used GIMP in the past as well, and you can't save as dds as far as I know. I always used a 'psd to dds'-converter (which I found via google). Worked for me. Now using photoshop though
GIMP can export images in dds format. I have made a number of new skins using it, not very good, but thats my artistict ability not the software. You do however need to download a plugin first, a search on google will find it. A search on this forum will all find some helpful advise (that's what I did) as GIMP works slightly differentlt to Photoshop. Sent from my AN9G3 using Tapatalk 4