Airikir
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It is working now, I made extra sure in Dxtbmp program to only send the image for editing to Paint.Net, not the alpha channel. In Paint.Net I only edited the image by selecting areas on it to change (no global changes to the image). I saved the imgae in Paint.Net as default name norm.bmp and closed Paint.Net so Dxtbmp could pick up the changes after refreshing the image. I saved the file in Dxtbmp program as tga with alpha. Now I can have the alpha reflections enabled and i still see the texture as it should be including the shining badges and insignia and the weapon in the hands.
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I guess because I have no alpha channel reflection now the weapon is invisible so I still need some help. Does anyone have a working guide how to recolor the lapd_swat model?
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It seems I got it working now but without any alpha channel, so no shiny badge or other parts on the uniform. 1. Changed file format of the lapd_swat.dds file to "lapd_swat.dds.V3O" and used the editor to unpack the file as usual if you haven´t already. 2. Rename the file to .dds again 2. Opened the dds converter program to convert the unpacked dds file to a bmp file 3. Modified the color of the bmp image in Paint.Net 4. Saved the image as tga file format 5. Opened the editor, loaded LA mod clicked Edit on my new model and De-selected the option "Alpha Channel Reflections"
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All I want to do is to make a new prototype for a unit that looks the same as lapd_swat but with black color. I remember I did a reskin of lapd_swat several years ago but it seems I have forgotten something. 1. I unpack the dds file with the editor 2 I open it with another program called Dxtbmp and see the skin and in the upper right corner I also see the alpha channel. 3. In Dxtbmp I export the image to Paint.Net and change the color of the skin in Paint.Net. 4. I reload the image from Paint.Net in Dxtbmp and then I just save it with another file name in the same format as Dxtbmp recognized it (DXT5) and I didn´t change the alpha channel. 5. I make sure the unpacked V3O has the correct name to the new texture. 6, I open the editor and load the LA mod. 7. The new protoype points to the correct model but the model looks all metal glossy and shiny. 8. I remove the option Alpha Reflections but then the model looks all black like a shadow not like a texture and I don´t see the eyes or mouth color for example. What am I doing wrong? Do I need to use another program to do this?
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It works perfect!
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Flashgrenade too slow to use in hostage situations
Airikir replied to Airikir's topic in Modding Related Support
Ok, yeah I thought as much. Was thinking of creating a new command to trigger some sort of flash greande explosion at the point where I click instead, but I haven´t figured out how to do that yet. -
Ok great thanks, would have never thought of that. Will check if it works and come back to you.
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Flashgrenade too slow to use in hostage situations
Airikir posted a topic in Modding Related Support
I am trying to use the flashgrenade in hostage situations, but it seems impossible to throw it without entering the building and then the throwing animation takes so long time that the hostages takes several shots before the flasgrenade activates. -
I am playing LA Mod and it looks like the police cars on the patrol paths do not stop at red light. They only stop if there is a car in front of them. Is it hardcoded in EM4 that only civilian vehicles follows the traffic light rules?
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I figured it out that if I save it as TGA with Alpha Channel and then un pack the V3O and change the file extension for the texture name to .tga in that file then it works fine. The other textures that do not have Alpha Channel are no problem, I save them in the same format as the original.
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Hi, I want to do the same thing, recolor the LAPD SWAT person unit, to use it later as a new FBI HRT person unit. It should be very simple, but I have spent many hours without success. I have the unlocked lapd_swat.dds and open it with DXTBMP tool. There I clearly see the image and the black alpha channel in the upper right corner. So I select send image to editor (PAINT.NET). In PAINT.NET I select Adjustments->Curves... I unmark R (Red) and B (Blue) and increase G (Green) to make the texture look more green instead of blue. Perfect I think and save it to the default name norm.bmp so that DXTBMP tool can detect it. Back in DXTBMP tool I select refresh image from editor and I now see the green variant of the LAPD SWAT texture still with the black alpha in the upper right corner. Now I save it as DDS DXT 5 and overwrite the file lapd_swat.dds and open the EM4 editor with LA mod. The problem I see is that the LAPD SWAT person unit is totally covered all over the body with a green shiny smooth color. If I unmark the alpha channel it becomes totally black and anyway I must use the alpha channel for the MP5 weapon to be visible in the game. So I would very much appreciate if someone could help me with the steps of doing this the correct way using DXTBMP tool and PAINT.NET if possible?