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custom courts and front end - art wont show up

Tue Dec 24, 2002 5:57 am

After i put the bmp's into the fsh file for my custom teams. I got everything named right and the gome WILL play without problems, but it wonr't show any of the custom stuff I just added, like the backboard and center court logo. any clue why?

Tue Dec 24, 2002 3:31 pm

BUMP - someone respond please

Re: custom courts and front end - art wont show up

Wed Dec 25, 2002 7:00 am

madison2003 wrote:After i put the bmp's into the fsh file for my custom teams. I got everything named right and the gome WILL play without problems, but it wonr't show any of the custom stuff I just added, like the backboard and center court logo. any clue why?


If you are importing data to a DXT3 file (type 97 in the status bar of EAGE) you must import a file that has alpha channel information. If not, then the entire alpha channel is filled with zeros and the image appears completely clear. I suppose I could force EAGraph to fill the channel withh 255s but then the logo will not have transparency in the right places.

You can make a 32 bit bitmap with EAGE, but I don't know many programs that can read a 32 bit bitmap, so you better do it as a last step.

1. Open your new image.
2. Increase the color depth to 32 bits [Colors | Color Depth | Advanced]
3. then use the transparency editor [ Colors | Edit Transparency ] to set certain area of the picture as transparent (opacity = 0). More help should be available in the help file.
4. Save your new 32 bit image. Import it using the Import Wizard.

Good luck

Wed Dec 25, 2002 2:13 pm

I tried doing that with the 32bit images I made in Photoshop, but the Alpha Channels don't save when I edit them in EAGE

EDIT:: NEVER MIND I GOT IT!! HELL YEAH!!

Wed Dec 25, 2002 2:34 pm

madison2003 wrote:EDIT:: NEVER MIND I GOT IT!! HELL YEAH!!


I was just replying to your message when your edit came through. Glad you figured it out.

What were you doing wrong?

Also, as I was checking on your problem, I notice that EAGE does not show the mipmaps on type 97 files properly :cry: The good news is that it still is saving the file just fine. Next year :), I will update EAGE to view those mipmaps properly. AAArrrgghhhh...... I hate all these bugs. Just when I fix one thing it breaks something else...

Wed Dec 25, 2002 2:47 pm

well I'm really not sure what was wrong, but the alphas wouldnt save in EAGE, so I had to change them, then "save as" a BMP, then re-import them. I cant figure out why I couldnt import the 32bit, then eit alpha and save in the fsh. I had to save the change as a bitmap, then reimport the thing into the fsh.

Wed Dec 25, 2002 2:52 pm

madison2003 wrote:but the alphas wouldnt save in EAGE, so I had to change them, then "save as" a BMP, then re-import them.


Hmmm.... what file type were you previously importing? A *.psp file? maybe there is a bug in the way the psp files are read in EAGE. :?:

Wed Dec 25, 2002 2:53 pm

naw they were saves as 32bit BMP's. I just made tham in Photoshop then saved a copy as a BMP

Wed Dec 25, 2002 3:04 pm

madison2003 wrote:naw they were saves as 32bit BMP's. I just made tham in Photoshop then saved a copy as a BMP


Maybe Photoshop isn't saving the alpha channel to the BMP. If you would like, you can send one of the BMPs (zipped) that do not work to

Brien61@cs.com

I give it a look and see if Photoshop is not saving them as expected.
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