Author Topic: GP Bikes bike skinning tutorial  (Read 6966 times)

Hawk

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Re: GP Bikes bike skinning tutorial
« Reply #15 on: May 28, 2016, 03:48:13 PM »
@MODS

Any chance of getting this Pinned or would you prefer it to be re-done first? (I am intending to re-do it but i haven't got the time at the moment :P)

Send WALKEN a PM, I'm sure he'd be happy to make this thread a sticky for you.  ;)

Hawk.

matty0l215

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Re: GP Bikes bike skinning tutorial
« Reply #16 on: May 28, 2016, 06:01:44 PM »
@MODS

Any chance of getting this Pinned or would you prefer it to be re-done first? (I am intending to re-do it but i haven't got the time at the moment :P)

Send WALKEN a PM, I'm sure he'd be happy to make this thread a sticky for you.  ;)

Hawk.

I did a while ago but nothing happened  :-[ :P

I'll try again :D

Hawk

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Re: GP Bikes bike skinning tutorial
« Reply #17 on: May 28, 2016, 09:19:10 PM »
@MODS

Any chance of getting this Pinned or would you prefer it to be re-done first? (I am intending to re-do it but i haven't got the time at the moment :P)

Send WALKEN a PM, I'm sure he'd be happy to make this thread a sticky for you.  ;)

Hawk.

I did a while ago but nothing happened  :-[ :P

I'll try again :D

I must admit I haven't seen WALKEN in a while now....  :-\

You could also try Janau as he is a forum moderator too.  ;)

Hawk.

matty0l215

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Re: GP Bikes bike skinning tutorial
« Reply #18 on: May 28, 2016, 11:36:58 PM »
Sorted now  ;)

CapeDoctor

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Re: GP Bikes bike skinning tutorial
« Reply #19 on: May 30, 2017, 02:37:05 PM »
hi guys
i have a question concerning paints for version 11b.
maybe i'm losing it, but i'm pretty sure i always used to be able to save the tga's i edit in Photoshop as 32-bit in previous versions?
with this version, i find i can no longer use 32-bit tga's for paints, they just don't seem to show up in-sim. 24-bit seems the standard now.
i CAN save the cockpit glass tga's, and they work just fine.
am i suffering some sort of mandela effect here, having false memories of being able to use 32-bit paint tga's?
i definitely see that many of the paints don't look high-res like they used to. or, at least, as i remember they used to.....  ;D
am i missing something? maybe some new ini setting i missed? 

Blackheart

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Re: GP Bikes bike skinning tutorial
« Reply #20 on: May 30, 2017, 02:39:44 PM »
hi guys
i have a question concerning paints for version 11b.
maybe i'm losing it, but i'm pretty sure i always used to be able to save the tga's i edit in Photoshop as 32-bit in previous versions?
with this version, i find i can no longer use 32-bit tga's for paints, they just don't seem to show up in-sim. 24-bit seems the standard now.
i CAN save the cockpit glass tga's, and they work just fine.
am i suffering some sort of mandela effect here, having false memories of being able to use 32-bit paint tga's?
i definitely see that many of the paints don't look high-res like they used to. or, at least, as i remember they used to.....  ;D
am i missing something? maybe some new ini setting i missed?

Just put texture quality at 1, also in the old version was the same.

tchemi

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Re: GP Bikes bike skinning tutorial
« Reply #21 on: May 30, 2017, 02:46:11 PM »
hi guys
TL;DR

Yeah, same here ! If i put 32 bit, the default paint come over it.

matty0l215

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Re: GP Bikes bike skinning tutorial
« Reply #22 on: May 30, 2017, 03:20:07 PM »
hi guys
i have a question concerning paints for version 11b.
maybe i'm losing it, but i'm pretty sure i always used to be able to save the tga's i edit in Photoshop as 32-bit in previous versions?
with this version, i find i can no longer use 32-bit tga's for paints, they just don't seem to show up in-sim. 24-bit seems the standard now.
i CAN save the cockpit glass tga's, and they work just fine.
am i suffering some sort of mandela effect here, having false memories of being able to use 32-bit paint tga's?
i definitely see that many of the paints don't look high-res like they used to. or, at least, as i remember they used to.....  ;D
am i missing something? maybe some new ini setting i missed?

What bike are you painting?

CapeDoctor

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Re: GP Bikes bike skinning tutorial
« Reply #23 on: May 30, 2017, 03:39:42 PM »


Just put texture quality at 1, also in the old version was the same.

[/quote]

that's what i thought.
must be ghosts in the machine, because here is my ini entries:
Code: [Select]
[core]
replay = 128
bike_shadow = 512
bike_reflections = 1024
texture_quality = 1

and with this, i was getting simply no skin appearing when i selected 32-bit. lo and behold, now that i've just posted about it, i went back, tried again, and now it seems like the 32-bit paint is working.
go figure. guess it was just waiting for me to post before it started working.  ::)      ;D


edit: matty, just doing some paint updates for the RGV250.

Blackheart

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Re: GP Bikes bike skinning tutorial
« Reply #24 on: May 30, 2017, 04:11:37 PM »
Cape all my paints (and are many  ;D) and textures for the IMT bike mods , are 32-bit, but really dont need save it in 32 for normal use, if you found problems at 32, save it at 24, there arent lose quality (obviously if u need an alpha channel like in the visors or windshields you need 32-bit)

matty0l215

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Re: GP Bikes bike skinning tutorial
« Reply #25 on: May 30, 2017, 04:24:36 PM »
Out of interest have you deleted the Aplah channel?

Blackheart

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Re: GP Bikes bike skinning tutorial
« Reply #26 on: May 30, 2017, 04:33:27 PM »
Out of interest have you deleted the Aplah channel?

You dont need save a tga without alpha channel (white) you can save it with or without, nothing change.

CapeDoctor

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Re: GP Bikes bike skinning tutorial
« Reply #27 on: May 30, 2017, 04:37:08 PM »
Blacky, thanks, the issue is definitely more apparent on some bikes than others.
for normal riding use, i don't need it, but for taking screenshots, movie editing and trying to do artsy type stuff, it can actually make quite a big difference.

the reason i asked, as i said, is that i have always been saving my paint tga's in 32 bit in past versions. this is the first time it hasn't worked, and i had to use 24 bit.
irrelevant, no matter why it wasn't working, it seems to be working now, so i'm off to do higher-res versions of some of latest paints.

matty, no - i haven't deleted any alpha channel. only used the alpha for the fairing visor tga's, so far.

Blackheart

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Re: GP Bikes bike skinning tutorial
« Reply #28 on: May 30, 2017, 05:55:00 PM »
...but for taking screenshots, movie editing and trying to do artsy type stuff, it can actually make quite a big difference.

Are u sure?  ???

24 bit/pixel

32 bit/pixel

P.S. I saved the chassis texture at 24 and 32 bit, the images are in .png.
« Last Edit: May 30, 2017, 06:00:28 PM by Blackheart »

CapeDoctor

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Re: GP Bikes bike skinning tutorial
« Reply #29 on: May 30, 2017, 06:30:07 PM »
well, those look the same to me, but i have definitely seen some bikes with very low-res looking paints, compared to earlier versions.