Author Topic: TGA vs PLT  (Read 320 times)

Legacy_dusty.lane

  • Full Member
  • ***
  • Posts: 222
  • Karma: +0/-0
TGA vs PLT
« on: September 18, 2012, 09:44:21 pm »


               I was wondering, while working on my project. It is surprisingly favorable if I have my armor part (a belt) that doesn't use PLT coloring. I tried to use tga, but it doesn't seem to accept the texture that way. Is there a way to get it so I choose the coloring of the belt without it being changed by the ingame color channels? (Such as cloth1, cloth2)
               
               

               
            

Legacy_B_Harrison

  • Sr. Member
  • ****
  • Posts: 301
  • Karma: +0/-0
TGA vs PLT
« Reply #1 on: September 18, 2012, 10:00:54 pm »


               You can have .plt-based models use .tga or .dds textures:

Change the internal name (not filename!) of your .mdl to something different (ie, not matching any accompanying .plt's filename), and fill its bitmap field(s) with your .tga or .dds texture's filename.
               
               

               


                     Modifié par B_Harrison, 18 septembre 2012 - 09:01 .
                     
                  


            

Legacy_dusty.lane

  • Full Member
  • ***
  • Posts: 222
  • Karma: +0/-0
TGA vs PLT
« Reply #2 on: September 18, 2012, 10:56:28 pm »


               Alright! Thanks, that seems like it'll solve my problems. Also welcome back! ;P
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
TGA vs PLT
« Reply #3 on: September 19, 2012, 12:06:54 am »


               I came up with a different method to basically do the same thing but it also allows you to have a mesh which uses PLT and a mesh which uses TGA in the same body part.  I use it all the time now and haven't had any problems with it.  Just search down for "Here is how the solution works:" for the particulars.