Need help with re-skinning ALL props on my Garry'smod to pure white while keeping all other informat
8 replies, posted
Hey'all. I have photoshop ready to use, and I need to re-skin all my props to 100% white, while maintaining information such as alpha passes so [URL="http://picload.org/image/wrgoalc/gm_black_v20176.jpg"]props like these[/URL] will still look be partially see-through, only white. I have no knowledge in skinning or modelling props, and would appreciate it if someone could lay out the basics of what programs exactly I'll need, and the basic procedures of how to do this. If there are any tutorials available they would also come in handy. [B]I also want the props to still be lit properly. [/B]I want to keep specular information, bumpmap information, etc!
Thanks a bunch. :D
Grab VTFScape, and use it to get the PNG you need to dye it white in Photoshop. PS's selective dye filter will allow empty spaces to remain clear. I am warning you that you'll manually need to do this for each texture, so if you want to take months doing this, good luck.
[QUOTE=code_gs;49446274]Grab VTFScape, and use it to get the PNG you need to dye it white in Photoshop. PS's selective dye filter will allow empty spaces to remain clear. I am warning you that you'll manually need to do this for each texture, so if you want to take months doing this, good luck.[/QUOTE]
What does VTFScape give me that I can't do alone? Genuinely asking. Thought maybe I could run a script.
[QUOTE=VIoxtar;49446314]What does VTFScape give me that I can't do alone? Genuinely asking. Thought maybe I could run a script.[/QUOTE]
Sorry, I meant VTFEdit. It can translate VTFs into PNGs and back into VTFs manually, since Photoshop can't directly edit VTFs.
[QUOTE=code_gs;49447465]Sorry, I meant VTFEdit. It can translate VTFs into PNGs and back into VTFs manually, since Photoshop can't directly edit VTFs.[/QUOTE]
It can if you just get the plugin.
You could just record the action in Photoshop to go something like this:
-Select entire RGB channel
-Fill 100% white
-Save as "texturename_converted"
-Close document
Then bind that action to a key and simply open each texture individually as you go.
[QUOTE=simkas;49448049]It can if you just get the plugin.[/QUOTE]
Thought it was outdated
[QUOTE=code_gs;49448445]Thought it was outdated[/QUOTE]
The plug-in for Photoshop works just fine. The only thing that's outdated about it at this time is the fact that some .VTF files won't open due to them being a newer version of the format (such as the .VTF files used in newer games, like Titanfall as an immediate example), but that can easily be circumvented by using VTFEdit to convert the files into .TGA format for editing purposes and then either saving as a .VTF directly from Photoshop or using VTFEdit to save it as a .VTF when you've finished editing the .TGA file.
I think mat_fullbright 2 does what you want.
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