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Thread: Paa/pac texture format documentation

  1. #11
    Hey dood i cant thank you enough! but im not happy with my end product, could you possibly help me refine the my sysytem some?

    1st I take paa for muzzle flash (128x64) right click
    & open with photoshop8 with Kagety's paa plugin.
    2nd save as TGA 32bit.
    3rd open TGA in Photoshop again, if u closed PS8, &
    edit RGB & Alpha1, then save as TGA 32bit again &
    exit PS8.
    4th open edited TGA with paatool11 (TODO) hit select
    select the edited TGA & make sure destination format is
    DXT1 5551, mipmap box, sharpen effects none, &
    dithering off, hit convert & put in game to test.

    it works but realy jaggedy, not nice n smooth.. & i cant seem to figure out how to get DXT5 working.. sorry i know im retarded.. been trying for days (cry)

    can you or some one advise?
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  2. #12
    Hello again Iron+Cross,

    Well,I can't see what you're doing wrong with
    regard to DXT5 compression.Myself,when using
    PaaPlug,I've just gone with the default settings.
    And it saves without problems.Haven't had the
    opportunity to test em ingame though.

    As far as Dxt1 5:5:5:1 in Paatool goes.When you say
    "jaggedy",do you mean the annoying white edges
    that show up?If that's the case,try checking the
    "no alpha filtering" box,see if that helps.

    If you simply mean the edges are physically
    jagged,as in very square looking,perhaps you're
    using too hard a brush.Or you're using a pencil
    brush.If so use a relatively soft "paintbrush".

    Look,if your still havin problems with it,send me
    the texture in 32bitTga form.Then I'll try to do
    the conversion and send it back.If nothing else
    you may have the texture you want.If that's
    successful,then that would indicate the problem
    is particular to your method,or with Photoshop
    itself.


  3. #13

    Arrow

    HI

    Well i reinstalled PS8 with plugin & when i use DX5 after
    1st taking the paa for muzzle flash (128x64) right click
    & open with photoshop8 with Kagety's paa plugin.
    2nd save as TGA 32bit.
    3rd open TGA in Photoshop again, if u closed PS8, &
    edit RGB & Alpha1, then save as TGA 32bit again &
    4th save as kagety's PAAPLUGIN make sure destination format is
    DXT5, mipmap box, sharpen effects none, &
    dithering off, hit convert & put in game to test,
    all this time in photoshop.. now this is almost same procedure as when i use "paatool11" to convert it but when i convert it back to paa using kagety's Paaplugin on DXT1,DXT1a, or even DXT5 they all show as if the Alpha channels aint working I.e i see the whole color range of RGB as if there was no over lay of an Alpha channel.. (YET)

    it all looks fine in texview I know im a pain but
    Quote Originally Posted by [b
    Quote[/b] ]Haven't had the
    opportunity to test em ingame though.
    could be somthing you need to try ...? (Arma 1.0-1.5)



    yours kindly Mike

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