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Transparent Image ?


JPL03

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hopefully someone can help me out. currently i'am addin the <----CR logo behind the plate at coors i'm using a 24-bit 128x128 bmp image. everything is set in oedit for mfield0. i can see my 0003.bmp image on the field except it has the black background just like in my avatar image. i know i have to turn the image background white and then create a negative and name it as 0003-a.bmp i just dont know if i'm doing the negative right and how i can update the index file to add the extra "alpha" image. can anyone help me with this?

thanks.

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Not sure what exactly you're asking, but if you have the oedit part done, you're done with the hard part.

Here is an example of the image, the alpha, and the result:

crlogo8co.jpg

Any questions?

Basically with the negative: black = stuff you want to hide, white = stuff you want to see, gray = levels of transparency.

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Not sure what exactly you're asking, but if you have the oedit part done, you're done with the hard part.

Here is an example of the image, the alpha, and the result:

Any questions?

Basically with the negative: black = stuff you want to hide, white = stuff you want to see, gray = levels of transparency.

how do you add the scripting in the index adding in 0003-a.bmp and adding SHPI 7 objects to SHPI 8 objects and so on? example...thanks

NFSHTool generated file -- be very careful when editing

C:Documents and SettingsHP_AdministratorDesktopPC GamesEA Toolsfield0.fsh

FSH

SHPI 7 objects, tag G357

BUFSZ 813760

NOGLOBPAL

!PAD 8 4275792045525453

detl 0000.BMP

BMP 78 +2 256 256 {0 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 detl%00%00%00%00%00%00%00%00

sgra 0001.BMP

BMP 78 +2 32 32 {0 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 sgra%00%00%00%00%00%00%00%00

mlb3 0002.BMP

BMP 78 +2 128 128 {0 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 mlb3%00%00%00%00%00%00%00%00

mlb1 0003.BMP

BMP 78 +2 128 128 {0 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 mlb1%00%00%00%00%00%00%00%00

fl01 0004.BMP

BMP 78 +2 128 128 {0 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 fl01%00%00%00%00%00%00%00%00

uni2 0005.BMP

BMP 6D +2 256 256 {0 0 0 0}

alpha 0005-a.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 uni2%00%00%00%00%00%00%00%00

uni3 0006-%d.BMP

MBP+2 6D x3 128 128 {0 0 0}

alpha 0006-%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 uni3%00%00%00%00%00%00%00%00

#END

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i'm sorry i forgot to mention the above coding is used for updating the field0.fsh file (most of you know that) in case i maid it sound confusing. thanx for the help guys

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alright here is an update i'm using this in the index

NFSHTool generated file -- be very careful when editing

C:Documents and SettingsHP_AdministratorDesktopPC GamesEA Toolsfield0.fsh

FSH

SHPI 7 objects, tag G357

BUFSZ 813760

NOGLOBPAL

!PAD 8 4275792045525453

detl 0000.BMP

BMP 78 +2 256 256 {0 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 detl%00%00%00%00%00%00%00%00

sgra 0001.BMP

BMP 78 +2 32 32 {0 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 sgra%00%00%00%00%00%00%00%00

mlb3 0002.BMP

BMP 78 +2 128 128 {0 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 mlb3%00%00%00%00%00%00%00%00

mlb1 0003.BMP

BMP 6D +2 128 128 {0 0 0 0}

alpha 0003-a.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 mlb3%00%00%00%00%00%00%00%00

fl01 0004.BMP

BMP 78 +2 128 128 {0 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 fl01%00%00%00%00%00%00%00%00

uni2 0005.BMP

BMP 6D +2 256 256 {0 0 0 0}

alpha 0005-a.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 uni2%00%00%00%00%00%00%00%00

uni3 0006-%d.BMP

MBP+2 6D x3 128 128 {0 0 0}

alpha 0006-%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 uni3%00%00%00%00%00%00%00%00

#END

it works fine when i run it through the nfshtool. then i import my field0.fsh into my coornite.big again it runs smooth. then i place that coornite in my stadium folder and play. and where i should see the CR logo behind home i get the "missing texture" graphic.

i am using these graphics that Five so kindly posted.

crlogo8co.jpg

the silver and purple image and then the black and white image as my alpha. but still i get missing texture. anyone know what i'm doing wrong?

thanx for your help,

this is kinda getting frustrating. as this is my first attempt at modding a stadium.

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Whooooooo Hooooooooo!!! I finally got it to work. thanks everyone for your help. i'm gonna give Coors Field a huge makeover and hopefully release it in about a week.

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