Author Topic: Problem transforming .TGA into .PLT  (Read 1212 times)

Legacy_Pstemarie

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Problem transforming .TGA into .PLT
« Reply #30 on: June 27, 2014, 01:38:21 pm »


               

I compiled a lot of models when I updated Q to v2.0. I honestly didn't see much difference in load time. What I did get instead were lots of broken models and several robes where the geometry got completely excised from the model (must be the model had errors). Overall, in my reformed opinion, compiling just doesn't seem worth it anymore unless you know the model is free of bugs and you won't be editing it anytime in the future.



               
               

               
            

Legacy_Rolo Kipp

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Problem transforming .TGA into .PLT
« Reply #31 on: June 27, 2014, 02:28:29 pm »


               

<being a feather...>


 


Those feathers are crying out to be danglymesh.


Just sayin ;-)


 


(and yeah, I like hawaian shirts...) <nobody's gonna get the reference>


Hah!


 


<...on the wind>



               
               

               
            

Legacy_Wallack

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Problem transforming .TGA into .PLT
« Reply #32 on: June 27, 2014, 02:46:11 pm »


               


<being a feather...>


 


Those feathers are crying out to be danglymesh.


Just sayin ;-)


 


(and yeah, I like hawaian shirts...) <nobody's gonna get the reference>


Hah!


 


<...on the wind>




 


How can I do that?


               
               

               
            

Legacy_Rolo Kipp

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Problem transforming .TGA into .PLT
« Reply #33 on: June 27, 2014, 03:10:23 pm »


               

<penciling in...>


 


I have two prior commits for the weekend (CCC and Elven's burning body), but I'll work on a little tutorial if I get the time.


 


Short version: Color the vertexes shades of grey (black is loosey goosey, white is stiff as a board - and yeah, only the red channel is supposed to count, but just do the shades of grey). Add an Aurora flexmesh modifier (winging the name as I can't fire up tools right now) and adjust the parameters.


 


So make the helm part all white vertexes (stiff) and paint the feather vertexes increasingly darker shades (with the tip ending up around 128 or so - more would be too wild)


 


<...a quick sketch or two>



               
               

               
            

Legacy_MannyJabrielle

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Problem transforming .TGA into .PLT
« Reply #34 on: June 27, 2014, 08:53:13 pm »


               

Wallak, those helmets and robes are looking hot!  I particularly like that last helmet.



               
               

               
            

Legacy_Wallack

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Problem transforming .TGA into .PLT
« Reply #35 on: June 27, 2014, 10:16:34 pm »


               

The robe won't look hot, don't know how to convert it into a real robe, so I'll keep with the helmets '<img'>


 


Made a little bit bigger the last one to fit better the scale '<img'>