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Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 20:46
by Skeleton
Fix wrote:ah yes, you're right, normals were just DTX5 *.dds in TMNF, now it's a special format. You just need to resave them into the new format, the source before the new compression is the same as TMNF.
You need to cut alpha channel first and paste back into red channel I think.
Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 27 Feb 2013, 23:53
by HawkGer
yep Skele...and add a Hue/Saturation layer with +50 lightness. Then you get the same results....
Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 28 Feb 2013, 00:44
by Skeleton
HawkGer wrote:yep Skele...and add a Hue/Saturation layer with +50 lightness. Then you get the same results....
No HawkGer mate, save as 3Dc XY 8 bpp | Normal Map. If you do this then open it back up in photoshop you will see the change without adding saturation.
Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 28 Feb 2013, 01:46
by HawkGer
Oops I should have remembered that, so silly

Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 28 Feb 2013, 01:49
by Skeleton
HawkGer wrote:Oops I should have remembered that, so silly

We're all learning mate.
You plan on updating some stadium mods and putting them on Maniapark?
Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 28 Feb 2013, 11:42
by HawkGer
I was planning that ....but then I learned today that the transparency can't be added at all except for RoadGrid and StadiumStructureAlpha.
The same bullshit as in Canyon.
It was tolerable in Canyon because there weren't any mods and tracks yet so you could work around it.
But no transparency in Stadium? I would say goodbye to RPG in Stadium 2.
RPG players are not gonna migrate to Stadium 2 with such a crucial element missing. At least not many.
So Fix, would it be possible to add transparency to at least
StadiumPlatformFloorD.dds
StadiumFabricFloorD.dds
StadiumFabricStructureD.dds
StadiumFabricD.dds
StadiumWarpSpotsD.dds
StadiumRaceSignsRubberD.dds
StadiumPillarD.dds
and maybe
StadiumSculpt2D.dds
StadiumSculptD.dds
StadiumRoadD.dds
StadiumRoadBorderD.dds
and can we have a seperate texture for the water ground? If the water is raised we have a texture now we are driving on (used to be transparent). I want to make it transparent again. Or maybe make it so the texture doesn't appear in the first place when raising the water?
Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 28 Feb 2013, 13:25
by eie
I support HawkGer's message, transparent blocks are certainly needed in the construction of RPG maps.
There are maps which would never work with such a change, especially
Kryw's Polytech Plasma and in general, the possibility to create transparent textures are essential in the making of windows and invisible roads in general is a very basic RPG element.
I'm not a skilled modder myself, although I have created a few mods, and making things transparent have been important in the making of some of those.
Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 28 Feb 2013, 13:46
by Skeleton
I was going to suggest this for Canyon and Storm because same there, only transparency on the Alpha textures.
I have to admit it was a lot better when we could add transparency on any texture.
Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 28 Feb 2013, 14:24
by Skeleton
Am I going completely mad or am I getting old?
I can't seem to mod the StadiumRoadBorderD.dds and my old TMNF mods aren't showing this texture

Re: TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 28 Feb 2013, 14:34
by SadHik
yeah go Fix, please update so we can start a new world of mod on maniapark
