gametechmods
Robot Arena => General Support => Topic started by: FOTEPX on February 27, 2010, 02:33:18 PM
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I would really like to know.
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The picture must be a square either 128x128, 256x256, or 512x512 pixels in size and saved as a .bmp. For some reason, only specific types of .bmp's will work. Unfortunately, I forget which kind, but I had to convert them using MSPaint. Then, just copy/paste into your "decals" folder in "Texture Library."
I'm not sure how to make .tga's though or other decals with transparent backgrounds. Generally, many of us just export the skin as a chassis texture and edit it as a whole in photoshop or a similar program.
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You will need something like Gimp or Photoshop in order to save as .tga, the transparent decal tutorial in the RA2 wiki works really well in Gimp too even if the tutorial is made in Photoshop.
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RA2 wiki works really well in Gimp too even if the tutorial is made in Photoshop.
yeah.. but I don`t get it.
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It's easy in Paint.NET.
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I use some tool I got off the Internet to convert .BMP's to .TGA's.
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This isnt working for me... When ever i import my custom texture, it shows up weird messed up lines instead of the picture i wanted to put there :(
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This isnt working for me... When ever i import my custom texture, it shows up weird messed up lines instead of the picture i wanted to put there :(
You have to set the picture's size to be 16x16, 32x32, 64x64, 128x128, 256x256, etc. also it has to be .bmp or a NON-RLE COMPRESSED .tga.
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Is it possible to just draw it as a bmp, make it transparent in Paint.net, and save it as a tga?
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This isnt working for me... When ever i import my custom texture, it shows up weird messed up lines instead of the picture i wanted to put there :(
Throw away Gimp..
It doesnt create tga files that correctly work in RA2..
(thats assuming you use Gimp. its known to cause the colored lines problem)
Photoshop or making Transperent tga's then using a Batch file converter to switch them to .tga works
For Bitmaps.. jump into standard paint and re-save if you have problems.. standard paint has all the correct settings for RA2 BMPs (24 bit)
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For Gimp, you have to explicitly specify that you want 24 bit tga/bmp by using 'Save As' instead of using 'Save' the first time. Otherwise, it defaults to 32 bit tga/bmp which aren't supported by RA2.