need help, DDS and transparanty

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Acord
Posts: 5
Joined: Tue Jun 25, 2019 7:11 pm

Tue Jul 23, 2019 7:54 pm

i have no spelling check so expect swenglish

i have work for hours!!! on this problem and it just refuse to work!

i have a mesh that has transparant texture, i have photoshop and DDS plugin, exporting it as DXT5, but still refuse to ad transparancy

see images below,

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i anyone has clues or ides, spit it out, i'm willingly to try anything now...

Niiya
Posts: 5
Joined: Tue Jul 25, 2017 4:28 am

Tue Aug 13, 2019 6:57 pm

Hi, I see you managed to figure this out.

But for anyone else that has this problem; you have to put the alpha that you want to dictate transparency on your normal map.

The one for the diffuse dictates the level of shinyness in the texture as far as I know.

Great mod by the way!

HarkH
Posts: 1
Joined: Mon Sep 09, 2019 4:42 pm

Mon Sep 09, 2019 5:23 pm

hi there, i would like some help too.

I am new to modding, actually i am trying to retexture an existing equipement: shoes with white stocking.
I would like those stocking to be see through.
So can you explain me step by step how to create that Alpha channel directing the transparency level.


I am actually using GIMP 2.10.12 with the normal map plug in.

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Cattrina
Moderator
Posts: 19
Joined: Tue Apr 14, 2020 5:01 pm

Tue Apr 14, 2020 6:09 pm

It seems to me Kenshi does not support partial alpha.

This is how you would do it, if it did.


1. Make a new mod in FCS
2. copy the shoe item, it is probably under Armour
3. open the shoe and find out the patch where the texture dds is
4. Open the dds in Gimp
5. save as xcf in somewhere else, do not save over the original file

6. Create your texture and export as dds mipmap enabled (this is for texture in FCS)

7. select the stocking part of the texture using the lasso tool
8. create new alpha layer
9. open the eraser tool, adjust the transparency value to your liking and size the tool so you can hit the entire selection at once
10. export as dds mipmap enabled.(this is for normal in FCS)

now copy both files into the mod you made, create a folder called 'textures'

11. go back to FCS and edit the copy of the shoe item.
12. replace all sub links with a copy, and click them until you cannot click anymore
13. Switch the two links there to dds files in your mod mod's texture folder

14. create a new sqad start with a squad member having your new shoe item in their inventory, so you can test how it looks.

Yes you need to start a new game every single time you make a change, Kenshi does not always clear the texture cache
"Never make fun of someone mispronouncing a word, that means they learned it by reading"

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