PCM.daily banner
25-12-2024 05:16
PCM.daily
Users Online
· Guests Online: 28

· Members Online: 0

· Total Members: 162,231
· Newest Member: sohanaeyehospital
View Thread
PCM.daily » Pro Cycling Manager 2006-2020 » Pro Cycling Manager 2013
 Print Thread
Frames: Color overlay
haasje33
I've started creating frames for my own jerseys, but I encountered a problem. I can't find the solution anywhere, so I thought I'd ask it here.

When I create a frame, for example using the Cervélo textures from the PCM.daily EP, the game still creates a color overlay using the color of the team in the database.

Since this isn't the case with some other frames in the EP, I've tried to figure out what I did wrong, but I can't find it.

I figured it has something to do with the settings for the DDS-files. I'm using Photoshop CS5 with the NVIDIA DDS Plugin (updated it today).
Inactive due to personal reasons.
 
anderspcm
It has nothing to do with the Photoshop plugin.
If you upload the files in the thread, I'll fix it and explain how I did it Smile
img15.hostingpics.net/pics/8145831post.png
www.pcmdaily.com/images/awards/2013/jersey.png
www.pcmdaily.com/images/awards/2013/graphic.png
 
http://andersvmogensen@live.dk
Ad Bot
Posted on 25-12-2024 05:16
Bot Agent

Posts: Countless
Joined: 23.11.09

IP: None  
haasje33
I've attached a RAR-file with the DDS and PSD-files.
haasje33 attached the following file:
frames_2.rar [854.1kB / 123 Downloads]

Inactive due to personal reasons.
 
NTTHRASH
You have to "roughen" the solid textures in the _s or _n, I don't remember which.
"America. Show a nipple on television and the whole country goes ape-shit." -DubbelDekker
 
anderspcm
Just replace this file with your _s file Smile I just used my "norecolour" template. It is basically just a green transperent colour, and it simply just denies the game to recolour Smile

https://www.mediafire.com/?765mj4lukxm...4lukxmg2or
Edited by anderspcm on 05-08-2013 22:47
img15.hostingpics.net/pics/8145831post.png
www.pcmdaily.com/images/awards/2013/jersey.png
www.pcmdaily.com/images/awards/2013/graphic.png
 
http://andersvmogensen@live.dk
haasje33
Thanks
Edited by haasje33 on 05-08-2013 22:54
Inactive due to personal reasons.
 
haasje33
Do you have such a template for helmets too? Or can I just use the same one?
Inactive due to personal reasons.
 
anderspcm
You can just use the same, but remember that the file has to be the correct size/dimensions Smile
Edited by anderspcm on 05-08-2013 22:57
img15.hostingpics.net/pics/8145831post.png
www.pcmdaily.com/images/awards/2013/jersey.png
www.pcmdaily.com/images/awards/2013/graphic.png
 
http://andersvmogensen@live.dk
haasje33
Thanks
Inactive due to personal reasons.
 
Matrix
haasje33 wrote:
Thanks


I agree, I am going to use a frame already in game as my team frame...but change some details like color and maybe paste a sticker on it. This will make that much easier.
Pain,Agony,Suffering...Thats why I love cycling!Banana
 
KenL
When we did the PCMdaily databases we made helmets and frames of many major brands and used the games auto-colour function to allow users to have certain parts in their teams html colour.

As Anderson stated all you have to do is open the _s.dds file, copy a transparent part, and make the entire file transparent.

i956.photobucket.com/albums/ae48/KenLeMee/PCM%20Tutorials/convertingsfile.png

Most of the AC files are now with green or white transparent parts so the principle is the same as this grey version.

As to the size of the files:
xxx_helmet_d.dds is best at 512 x 512 or 1024 x 1024;

xxx_helmet_n.dds can be any of 64 x 64, 128 x 128, 256 x 256, 512 x 512 etc.
It is a shadow function and has little effect. 64 x 64 saves space.

xxx_helmet_s.dds can be any of 64 x 64, 128 x 128, 256 x 256, 512 x 512 etc.
It is the AUTO-COLOUR function. 64 x 64 saves space if no AC is required.
512 x 512 or higher will give you the best results for the AC function.
 
haasje33
There is only one problem with that explanation: in PS CS5, it isn't possible to copy or stretch a transparent part.
Inactive due to personal reasons.
 
KenL
Pretty sure you have a "TOOL" with PS CS5 that enables you to copy a piece of a picture and paste it?

Same principle, copy transparent part, paste it and then stretch it to cover the entire picture space, save as dds.
 
haasje33
You can copy a part of a picture, but not an entire transparent part.
Inactive due to personal reasons.
 
KenL
I don't use PS, but I will take a look later...seems a bit strange that this program is incapable of doing this.

Paint.net has less features but is capable of doing this, as does gimp and paintshop pro.
 
Terniz
haasje33 wrote:
There is only one problem with that explanation: in PS CS5, it isn't possible to copy or stretch a transparent part.


Actually in this case you can as the files uses an alpha channel to determine which parts are transparent meaning that the picture isn't really transparent. If you open for example custom_helmet_s the transparent parts should be black, and the alpha channel makes all black parts transparent. So if you copy a black part and stretches it over the entire picture then the alpha channel will make the entire picture transparent and you wont have any auto-coloring.

I have CS6 but I'm pretty sure it's the same in CS5.

I also suck at explaining things so excuse me if I messed something up.
 
KenL
haasje33, here is a set of _n.dds and _s.dds files for frames, helmets and wheels with the "auto-colour" function removed.

All the _s files are set to be transparent.

As well, since they are for specific teams and therefore essentially unimportant I have reduced them to 128 x 128 size to save space.

Just rename them to to your team to match your nif and _d.dds files.

i956.photobucket.com/albums/ae48/KenLeMee/Teamnandsfiles_zpse7049915.png

Download: https://www.mediaf...mxc1kc444p
 
haasje33
Thanks! That'll help a lot.
Inactive due to personal reasons.
 
lluuiiggii
I'm a bit late but I hope I can still help Wink

Like Terniz said, what you need to change is the alpha channel of the _s files. I'm 99% sure that you can open these in CS5, in the tab channels. In the alpha channels, the white parts indicate the autocolored parts (check Miya's screens: 1 2).

Therefore, you're not supposed to change the normal channels of the _s file. As far as I know, these are related to lightning effects in game. Thus, just copying a "blank" _s file of another equipment, like the one anders posted, will work but with a proper _s file it could look slightly better (not sure how much, but I doubt it's much). You should look for files like the ones KenL posted. The only thing is that I think the _s files change depending on the .nif model, not sure.

But in the end, whatever. As far as I've noticed, the effect of _s files in game isn't much perceivable, so as long as auto-color is working like it should it's fine Pfft
 
KenL
Most frames use similar s and n files so they should not be a major problem.

Entirely new nifs such as those Bikefreak makes the files lighting effect doesn't fit, that is where the clear helmet s and n files are usefull. I made entirely new _n files for all helmets included in the PCMdatabases, but it makes little sense to upload all when these generic helmet ones will work.

Also these helmet files are useful for the Bikefreak nifs.
 
Jump to Forum:
Login
Username

Password



Not a member yet?
Click here to register.

Forgotten your password?
Request a new one here.
Latest content
Screenshots
How do I get through?
How do I get through?
PCM06: Beautiful screenshots
Fantasy Betting
Current bets:
No bets available.
Best gamblers:
bullet fighti... 18,776 PCM$
bullet df_Trek 17,674 PCM$
bullet Marcovdw 15,845 PCM$
bullet jseadog1 13,852 PCM$
bullet baseba... 10,539 PCM$

bullet Main Fantasy Betting page
bullet Rankings: Top 100
ManGame Betting
Current bets:
No bets available.
Best gamblers:
bullet Ollfardh 21,990 PCM$
bullet df_Trek 15,820 PCM$
bullet Marcovdw 15,300 PCM$
bullet jseadog1 13,800 PCM$
bullet baseball... 7,432 PCM$

bullet Main MG Betting page
bullet Get weekly MG PCM$
bullet Rankings: Top 100
Render time: 0.24 seconds