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SKinning PRoblem

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StafeBak

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StafeBak

Okay, so I'm trying to alpha out the gun for the rifleman, I open it, edit it, and convert it back to a .blp and than I import it, but when he shows up, its only his bright red cape, any ideas?

Thanks
 
I'm intent on editing the gun off this guy because I think he would be great to use the SFX trigger on and use the shotgun and M16 models for! Anyways, tried re-alphaing and leavin 32 bit, didn't work; so how would I go about starting to model? And would it be a semi easy task to remove the rifle?
 
I'd say alpha-ing it out would save time and difficulties. May your image editing program should save the .tga as no uncompressed and in 32bits, but if not possiblt 24bits.

But try this, too.

Convert the .blp skin with the corrupted alpha channels with WC3 Viewer to a 32bits .tga.

" Re-alpha " the 32bits skin, even if the parts are alpha'd "

OR/AND

Convert the 32bits .tga back to .blp with WC3 Viewer

If your using photoshop, may sure you have the latest patch installed. If your using PSP, I'd recommend the 7 version.
 
I did exactly as you said and it still does not work. Any more ideas?
 
then you obviusly didnt do just like he said.

Now, make it easy for us to help you.

provide us with everything (and i mean everything, every button you clicked) and we may then localize the error a lot easier.
 
I open Image Extractor 2, goto the rifleman skin and do save>targe. Than I open Photoshop and alpha out the part I wanted one, save as>targa(tried 32 bit and 24 bit). Back to Image Extractor 2, open>rifleman.tga, save>blizzard image map>rifleman. Open up World Editor, F12 for import manager, Import>Rifleman.blp from desktop, double-click rifleman.blp in import manager, check use custom path both>Units\Human\Rifleman\Rifleman.blp. Save map, close world edit, open world edit, test map. Bright red cape!
 
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