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  1. #1
    Mapper/Moderator DaWizz will become famous soon enough DaWizz's Avatar
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    [SOLVED]New method of using decals?

    After I had converted the MW3 textures to dds format, I noticed something.
    I've noticed this before when converting textures from MW2 and BLOPS aswell.
    So I was wondering what it means and how they do it.

    decal_metal_paint_01_col.jpg

    Just to show you, this images is a jpg file, as it is not possible to upload a dds file, the original file is dds.
    However, the dds file does not have an alpha channel.
    There are other decal textures that do have an alpha channel.
    Obviously they also use these kind of decals in their maps.

    So I was wondering if there is a setting in the assman you need to use in order to 'disappear' the white background color ?
    Any help is appreciated.
    Last edited by DaWizz; May 19th, 2012 at 03:08. Reason: Changed post Icon
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  2. #2
    Administrator snypir is on a distinguished road snypir's Avatar
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    The thing is, the converter might be removing the alpha layer? Because of all the texture stuff I've done in COD4/5 the only thing that creates the transparent background for decals is the GE128 punchout white/black alpha option, its what you need for say the tree branches on foliage to work.

    Maybe the assman they use can set the white background to be removed, but if their decal had any white in it this wouldn't work. Maybe they have transparent backgrounds, like PNG does, but once you convert them they end up being filled in with white? I can't recall if tga/dds can have transparent background. I know COD4/5 assman accept JPG, DDS and TGA, maybe their new assman accepts PNGs with transparent backgrounds.

    If you have a decal with a white part of it, like a road sign, I know of no way they'd be able to remove the background without messing up the decal.
    Last edited by snypir; April 16th, 2012 at 06:44.

  3. #3
    Mapper/Moderator DaWizz will become famous soon enough DaWizz's Avatar
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    I don't think the converter removes the alpha channel.
    Have a look at the pictures here..The one's with black background are the one's with aplha channel

    dec01.jpg
    dec02.jpg

    I could modify the images (non alpha layer) with photoshop using the magic wand etc, but I was looking for a much easier way to convert them
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  4. #4
    Moderator WarMachine is on a distinguished road WarMachine's Avatar
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    Any texture with a white background requires using 'Multiply' in blendFunc. Alpha channel is not required for this. You cannot use GE128 with multiply so keep it to Always. Also, Multiply will not work with materialType 'world phong' so you have to use 'effect' in it. Also change polygonOffset to Static Decal so that there is no z-fighting in game. In game, the white background will disappear and the texture will be semi transparent. Hope this helps.
    Last edited by WarMachine; April 16th, 2012 at 12:57.

  5. #5
    Mapper/Moderator DaWizz will become famous soon enough DaWizz's Avatar
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    YES!!!!! You sir, are a life saver !!!
    This is what I mean
    I've put the original image on the 2d grid, the result is in 3d grid.
    Thanks Bro

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  6. #6
    Moderator WarMachine is on a distinguished road WarMachine's Avatar
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    "Help will always be given at Hogwarts to those who seek it"
    And you're welcome =D

  7. #7
    Mapper/Moderator DaWizz will become famous soon enough DaWizz's Avatar
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    Quote Originally Posted by WarMachine View Post
    "Help will always be given at Hogwarts to those who seek it"
    Had to google for Hogwarts...I'm not a HP fan LOL
    Did you meet Harry
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  8. #8
    Moderator WarMachine is on a distinguished road WarMachine's Avatar
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    not yet =D

  9. #9
    Junior Member koekenbakker is on a distinguished road
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    hey thx for the post, i had the same problem. but now the textures are pretty dark. can someone help me?

  10. #10
    Mapper Neusatz is on a distinguished road Neusatz's Avatar
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    Well im using multiply and overlay options alot in photoshop, and i know that multiplyed layer can be very difrent if you change layer under that layer. It depends on what brightnes and color is layer beneath that layer. I belive that you need to make alpha chanel if your decal textures are to dark, or light after applying decal.

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