#ts3 tutorial
One of those things I really wish somebody showed me how to do a few years back
Maybe you’ve noticed that sometimes see-through textures in the game have lighter edges, even if the PNG looked fine?
That’s because PNG format doesn’t support true transparency channel. There is always a background, even if you can’t see it. If the background is white, the edges can pick up the colour.
Here’s how to fix it:
A tutorial:
How to remove transparency artifacts from .PNG files
Archive includes JPGs and
crappyPDFFull tutorial under the cut:
I was asked by someone on discord to share numbers I type in blender and milkshape to get right proportions for distant terrains. I updated them recently, so it should be better now. I was gonna make a video how I create them, from A to Z, but my laptop couldn’t stand rendering. It was about 1:20 hour, but maybe it’s better, because my english is tragic comparing to typing.
So I lost a lot of time for recording it, but during last week I made a PDF tutorial. I mainly focused on blender side - shaping mesh, glitches you may encounter in game and how to prevent them, etc. I’m not an expert when it comes about creating CC, I only made some posters and distant terrains, but I share what I think it’s noteworthy when creating them.
So, I tried to keep things minimalistic per site, and I ended up with 90. It’s fast-readable though. There might be some typos, because I wrote it down at evening-night, and my chaotic gemini energy doesn’t help, but there should be enough. I use 2.93.4 version of blender in this totorial, btw.
You can take a look on it *here*
The more complex tutorials you might like to see:
◕ *this* by Hydrangeachainsaw
◕ *this* by Aminovas sims
So, I was talking with enable_llamas on Discord about this shader and I told her of my method, so I guess it’s a good idea to share with the public.
All right, the first part is knowing what’s the opacity on the translucent part of the multiplier in Photoshop - I use CS3, I’m pretty sure it works with CS2 or newer versions too.
1. Open your multiplier (the object for this one will be released soon) and use the eyedropper tool to check the opacity on a translucent area. In this case, 41%. The pointer did not appear in the screenshot but trust me, it works.
If your translucency is uniform, that’s it, but if there’s different opacities, choose the one with the lowestvalue.
2. Basic math: open your calculator and multiply 256 the value you found. In this case 41% (or 0,41, for the nerds like me who cut corners). The result will be around 104.
The number you got is the upper limit of your AMT value: higher than that, and it will look invisible in-game. It helps to round down (and ALWAYS down) to the next number that ends with 5 or 0 for easier memorization. In this case, I used Alpha Mask Threshold = 100.
3. Test in-game.
Looks great! But if you have some invisible lines / pixels, that’s because some parts were more transparent than your AMT. Check your multiplier again, hover the eyedropper around the problematic areas, and start again :P
Way quicker than fiddling with TSRW and restarting the game many, many times!