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Thread: Building Textures

  1. #1

    Default Building Textures

    Hello!
    I'm learning to introduce new buildings on tactical maps.
    But the question arose with the textures.
    I understand that to convert to .texture format, you need to work with .dds.
    I've been working with this format for many years, but only for units.
    To do this, I use the plugin for Photoshop (here are the settings)
    save dds


    To convert dsd> texture, I use this utility: texture2dds.exe

    For units, everything worked, but for buildings, texture distortion is obtained:

    distortion of normals


    or
    disorderly red spots:
    red spots




    What am I doing wrong?
    How to save dds?
    How to save the normal in dds format?
    Do you need alpha channels (for normals and colors)?

  2. #2

    Default Re: Building Textures

    I don't think that's actually the texture doing that - unless it looks like it when you view the .dds!

    After you've added the structure in IWTE - go to 'Collisions' tab and click 'Reset Complex Effects'
    that will generate a new .world file, use that new file...

    If it's what I think - it's because you've used some parts of a structure that used to have effects (like torches or fires) applied to it - so that's still recorded for those bits of structure - e.g. telling it to apply 50% of effect no 30 to vertex 'x' - and you've now got it in a .world that doesn't have an effect no 30, so it goes a bit nuts and gives you a 'disco lighting' effect as it doesn't know what to apply!

  3. #3

    Default Re: Building Textures

    Yes, it helped. Thank you.

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