It depends on the model that the textures are attached to (sometimes there is no texture). Sometimes they're already transparent, in which case you can easily just make the texture transparent too. Other times, they're just opaque with some base color. What hex offset did you edit to make the sword disappear in your other post?I know this has probably been answered somewhere else, but I can't find it. Is there a way to set the transparency of a texture? I want to make some parts of marth sword completely invisible, but setting it transparent only makes it white like this
Do I have to edit the properties of the texture in the TPL files?
I've been wanting to look into this, but I just haven't had the time. But I think the textures for each zoom level are probably right next to each other in the dat files. There may be multiple images for each mip-mapped texture. Each one is half the width/height of the last. I don't think they have image headers though. Or if they do, they're different than normal probably.Hi people. I stopped making textures since I ran into a problem that nobody could help me with but I want to try one more time for good measure.
The problem: mipmaps
When you try to make a texture of YS there are some balls in front of the stage. These cannot be altered using the conventional methods because they change texture depending on the cameras distance to them.
After trying to use google, smashboards and so on i found that steelia old texture packs has the tools necessary to change the balls. The explanation he gives, which is nonexistant doesn't really help anyone do anything.
Dumping texures with dolphin gives you the balls in various sizes and resolutions.
You are given these files:
opening then gives this:
placements.txt:
What do these even mean / \ .
TCS Guide.txt:
I gotta tell you, I have no idea what the heck to make of this except location and type.
Theres also this video:
https://www.youtube.com/watch?v=xruGSBHtQTk
The absence of voice or text makes it hard to understand, honestly my head hurts.
It's a real shame no one has decided to make a resonable tutorial for this on the forum. especially seeing as it's basically obligatory knowledge when retexturing Yoshis.
Im asking anyone who knows how to work with mipmaps to please make an understandable post where anyone with basic hacking knowledge can just go in, read the tutorial and copy the steps.
Thanks in advance.
Yeah, use the CCC (Character Color Converter) tab in DTW (DAT Texture Wizard).is there a way to get this on the original falco texture instead of blue?
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