Frames: Color overlay
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haasje33 |
Posted on 05-08-2013 22:04
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Sprinter
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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.
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anderspcm |
Posted on 05-08-2013 22:10
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Sprinter
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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
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Ad Bot |
Posted on 25-12-2024 05:16
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Bot Agent
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haasje33 |
Posted on 05-08-2013 22:30
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Sprinter
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I've attached a RAR-file with the DDS and PSD-files.
Inactive due to personal reasons.
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NTTHRASH |
Posted on 05-08-2013 22:36
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Classics Specialist
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You have to "roughen" the solid textures in the _s or _n, I don't remember which.
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anderspcm |
Posted on 05-08-2013 22:46
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Sprinter
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Just replace this file with your _s file I just used my "norecolour" template. It is basically just a green transperent colour, and it simply just denies the game to recolour
https://www.mediafire.com/?765mj4lukxm...4lukxmg2or
Edited by anderspcm on 05-08-2013 22:47
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haasje33 |
Posted on 05-08-2013 22:54
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Sprinter
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Thanks
Edited by haasje33 on 05-08-2013 22:54
Inactive due to personal reasons.
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haasje33 |
Posted on 05-08-2013 22:56
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Sprinter
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Do you have such a template for helmets too? Or can I just use the same one?
Inactive due to personal reasons.
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anderspcm |
Posted on 05-08-2013 22:56
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You can just use the same, but remember that the file has to be the correct size/dimensions
Edited by anderspcm on 05-08-2013 22:57
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haasje33 |
Posted on 05-08-2013 22:59
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Sprinter
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Thanks
Inactive due to personal reasons.
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Matrix |
Posted on 06-08-2013 05:27
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Neo-Pro
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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!
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KenL |
Posted on 06-08-2013 17:56
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Stagiare
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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.
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. |
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haasje33 |
Posted on 06-08-2013 18:15
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Sprinter
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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.
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KenL |
Posted on 06-08-2013 18:40
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Stagiare
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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. |
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haasje33 |
Posted on 06-08-2013 21:44
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Sprinter
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You can copy a part of a picture, but not an entire transparent part.
Inactive due to personal reasons.
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KenL |
Posted on 06-08-2013 22:40
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Stagiare
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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. |
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Terniz |
Posted on 07-08-2013 22:06
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Under 23
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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. |
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KenL |
Posted on 09-08-2013 07:07
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Stagiare
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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.
Download: https://www.mediaf...mxc1kc444p |
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haasje33 |
Posted on 09-08-2013 10:08
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Sprinter
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Thanks! That'll help a lot.
Inactive due to personal reasons.
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lluuiiggii |
Posted on 10-08-2013 06:33
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Grand Tour Champion
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I'm a bit late but I hope I can still help
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
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KenL |
Posted on 10-08-2013 21:27
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Stagiare
Posts: 226
Joined: 05-11-2007
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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. |
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