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JustSomeGuy

JustSomeGuy's Skin/Mod creation tutorial

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On 4/10/2016 at 6:47 AM, MAJ_Fubar said:

Just a note: this guide has been added to the wiki!

where ? i cant find it ?>:(

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On 4/3/2016 at 10:14 AM, JustSomeGuy said:

3. copy a skin of the vehicle you want  to mod (.dds file) from the "<SB Pro Pe folder>\textures\desert" folder

 

You want to begin with these skins instead.  DTX1 is the most compressed and saving it again after editing just amplifies its shortcomings.  Check out your pics of the closeup of the orange lines on right hull.  The green is pixelating pretty bad.  Saving it to DTX3 or 5 or a uncompressed format doesn't help either.

 

 

On 4/4/2016 at 4:35 PM, MAJ_Fubar said:

 

Note that for general vehicle skins DXT1 (no alpha) is adequate, DXT5 is typically for images such as rotor.dds and decals (ie, files that actually have an alpha channel).

 

DTX1 can have an alpha channel also.  How the alpha transitions from opaque to transparent plays a big part on which format to use.  DTX1 (alpha) and 3 are best when there is a sharp transition.  DXT5 is best for gradient transitions like smoke and semi-transparent things like your rotor example.  You probably can get away with using DXT3 for decals.

 

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11 hours ago, Homer said:

 

You want to begin with these skins instead.  DTX1 is the most compressed and saving it again after editing just amplifies its shortcomings.  Check out your pics of the closeup of the orange lines on right hull.  The green is pixelating pretty bad.  Saving it to DTX3 or 5 or a uncompressed format doesn't help either.

 

 

 

DTX1 can have an alpha channel also.  How the alpha transitions from opaque to transparent plays a big part on which format to use.  DTX1 (alpha) and 3 are best when there is a sharp transition.  DXT5 is best for gradient transitions like smoke and semi-transparent things like your rotor example.  You probably can get away with using DXT3 for decals.

 

 

This post just keeps getting better. Thanks 

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