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Minors (Single A)
Join Date: Mar 2002
Location: Metro Minnesota
Posts: 99
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Graphics problem
I know I should know the answer because I've done this numerous times, but I've taken too long off from making anything.
I'm using PS 7 to save the work. When I save a customized cap in .png format, RGB, 150x150, it shows up in the cap texture preview just fine, but in the player photo, the cap looks like I put a board on a spinner and dropped paint onto it. To make matters worse, I can get the program to crash when I try to open the uni page of any team where I placed one of these "spinner" textures (it's a demo league I created for this purpose, so I'm not upset. I'll delete it once I get the cap right). It also did the same thing with the dolphin and bulldog logos that come with the game Attached is the working copy.
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Groundblizzard Last edited by Groundblizzard; 11-19-2007 at 04:54 PM. Reason: added the in graphic info |
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#2 |
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Minors (Single A)
Join Date: Mar 2002
Location: Metro Minnesota
Posts: 99
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Okay, I think I know what happened, but I'm not sure why so I'm hoping someone can explain why and how I can work around it.
When I use Corel Draw to create a winged hat over the default texture (think the Philly Eagles helmets but on a hat - used to own one actually) I export the vector drawing as a bitmap. I then open the bitmap with PS7 and save it as a PNG for the game - then the fun begins. If I can get the background of the template to absolute black (RGB 0,0,0) then it seems to work as long as I get every last bit of black. For some reason, Corel can't\won't export the black as absolute. If I don't get every last bit black, it goes into spin design. However, if I never use Corel, just PS7 to create the design, everything is fine. It's only if I mess with creating a vector design. It doesn't seem to matter with hat logos or jersey logos. Not sure why, but it's fine. Perhaps it has something to do with mapping the alpha. Anyone else come across this? GB
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Groundblizzard |
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