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Creating Alphas where they weren't before?


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I'm currently trying to port the Forbes Autumn from the PC to the XBOX, and have it about 94% done now. The only outstanding problem is images I'm attempting to get rid of (ie Skyline and a building) are showing up as black images, because that's what I did, black them out. Neither of these have alpha files in the game.

If I create an alpha file, and completely black it out for that image, will it make it transparent?

Say I have a bmp that shows up after unpacking it as 0007.xsh. If I insert an alpha file 0007-a.xsh into the folder and have it completely blacked out, will that solve my problem?

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No. I know how to do it using fshED, I'm not sure how to do it using the nfshtool method.

With the fshED tool, you need to import a .TGA with an alpha layer AND change the TYPE of the file to another type that is already transparent.

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Using Nsfhtool, from Dan's Blog,

In some instances there may be missing transparencies:

Make the transparencies by creating an alpha file it is an 8 bit grayscale file white is what will be seen in the game black is what won’t be seen.

Save it as 0024-4a.bmp and then make subsequent copies for the other mipmaps.

Then edit the index file again

gotr 0024-%d.BMP

MBP+2 60 x1 256 256 {0 0 0}

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 gotr%00%00%00%00%00%00%00%00

Above ETXT put in the string:

alpha 0024-%da.BMP

and edit the 60 after MBP+2 to 61

so it looks like this

gotr 0024-%d.BMP

MBP+2 61 x1 256 256 {0 0 0}

alpha 0024-%da.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 gotr%00%00%00%00%00%00%00%00

That ads the alpha file.

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