Which programm did you use Alatriste? It seems that the Gimp DDS Plugin locks the alpha channel for some strange reason -.-" example file
Ah, are you using a free version of photoshop or something? Cause I don't really have the money to spend on a paid version and I don't want to pirate it either
I'm guessing it supports..dds? I just haven't used anything else apart from Gimp 2 since I'm not a graphics designer, it's free and it suits my basic needs.
Another solution could be: 1 . I convert every dds file in a tif. 2. Then you can work with the texture in gimp or any other programm. 3. And after you finished it you use a DDS Converter to bring the .tif-files back to the dds format. @Hugojackson Thanks for the tipp. Krita looks very promising. I will also look for a solution in Gimp. I can hardly believe that this dds plugin is useless. There are so many people working with gimp. There must be a solution somewehre.
It does look like a great free alternative to Photoshop, that is a lot closer to it than Gimp is. I've got a friend who remapped all the Krita shortcuts to be the same as photoshop's, I might see if there's a way of exporting them as I'm sure it would be handy. Also, according the the Krita developper forum, DDS plugin has just been required a few days ago, and the developper didn't even know what DDS was, but it looks like it's going to be implemented real soon, if someone does the script for it. https://forum.kde.org/viewtopic.php?f=139&t=135164
Hi, okay, thank you, I'll try through other software. For the moment I used photoshop plugin with nvidia
nice job, I see you've been busy this week. Just 2 things, is it possible for you to follow the Prussian Muskteer's Pattern of team coloring? You see, I know you told me that I can differentiate the enemy's same nation musketeers from my musketeers on the highlight color on the bottom, but I forgot to tell you I don't play with the unit highlight option on, for greater immersion. So yeah, if you could just use the Prussian Musketeer as reference for a few team colors here and there (part of the hat, I think the uniform also let some parts of the arm be team colored and so forth) so we can differentiate them without the unit highlight color under them. If it's a problem for you I understand, I just wanted to be able to see what units I have and what units does the enemy have, since if the textures are used in a realism mod, the unit highlights might be disabled, and if you have a no fog of war option as well (or you've researched the baloon) it would cause confusion in same nation battles going on, that's all. Other than that, everything else seems good, I have no idea where the other 4 muskteers are from but I know the left one is an Imperial Russian one, just a question didn't they use a slightly darker green? Not that I have anything against it, it just looks a bit bright, that's all. Anyhow, this just looks brilliantly splendid, I can't wait for us to get these in the game with their respective standard bearers and proper formations.
I'm wondering how you are gonna make the nation specific textures appear in the game for the specific nations ? Has anyone figured out how to place a script that says "if nation - then use texture 'blabla'" Or are you gonna do like me with the Standard bearers where i made every flag as a unique unit?
Aye. Same goes for the formations I guess, each nation will have it's unique formation with it's own unique units, no other way to do it right now sadly, well, not that there is no other way possible, it's just no other way I can figure out how to do it. But I'm open for suggestions.
@ A.Soldier I can darken the green. It is not a big thing to do so. The strange thing is that in game the colors become even more bright. Maybe it is the in-game-lighting or missing color management. Well I thought about the player color question too. And I decided to make to versions for every texture. One with changing player colors and one with no player color for the hardcore history fans. @Fimti Like A.Soldier said at the moment we use the same method like you did. It should be possible to make the game using different textures for one unit type but no one has programmed this yet. ^^
Hmm... Idea. Need to check the scripts when I get home. *edit* Had a look though the scripts and inc files. Doesn't seem to be anything Mesh, Material or Texture related that passes though them when it comes to units. I've got a few ideas on scripting this (unique formations for unique units). I'll discuss later on steam if your interested.
Sure, thanks Edit: My answer to Furious Peasant seems to not be saving so I'll just post it here: Ah, alright then. I like your solution to the problem of giving a choice to the user, I'll try both and give you feedback on the look and feel. Cheers.
what compression are you using when saving things in photoshop? textures look fine in the viewer but in-game mine are just black! I can see my edited files are smaller so assume I'm loosing a layer.