Digital Paint Discussion Board

Development => Mapping => Topic started by: bLiNdThInG on September 05, 2010, 10:13:21 AM

Title: Custom textures: Alpha Channels help.
Post by: bLiNdThInG on September 05, 2010, 10:13:21 AM
hi all, need some help with textures, specifically transparency.

I searched the forum and found this http://dplogin.com/forums/index.php?topic=39.0 which was very useful, so i did exactly what was said but the part of the texture still isnt transparent. as shown below.

(ps. yes the texture is a jet but it'll make sense when i release the map.)

I'm using photoshop CS4, saving in .tga and 32bit.

In bsp ive set 'requiredfields' 'script/skyhigh.txt'

and the contents of the script are

textures/blindthing/jetfighter
{
     {
           map textures/blindthing/jetfighter.tga
           alphamask
     }
}

some screenies of the image open in photoshop aswell -->>

i still cant see where im going wrong, its probably something really simple, but i hope someone can help me thanks.  :)
Title: Re: Custom textures: Alpha Channels help.
Post by: ViciouZ on September 05, 2010, 03:36:50 PM
Doesn't Photoshop show a chequered background to indicate transparency? :S
Title: Re: Custom textures: Alpha Channels help.
Post by: Zorchenhimer on September 05, 2010, 04:16:34 PM
In BSP you need to set both the Trans33 and Trans66 flags for the texture.
Title: Re: Custom textures: Alpha Channels help.
Post by: bLiNdThInG on September 06, 2010, 02:22:10 AM
thanks guys for the quick response.

Quote
Doesn't Photoshop show a chequered background to indicate transparency? :S
yeh viciouz i thought this would work aswell but in dp it just appears white...

Quote
In BSP you need to set both the Trans33 and Trans66 flags for the texture.
thanks zorch that did it
 :)
Title: Re: Custom textures: Alpha Channels help.
Post by: Zorchenhimer on September 07, 2010, 12:10:13 AM
Glad I could help.
Title: Re: Custom textures: Alpha Channels help.
Post by: jitspoe on September 21, 2010, 02:33:15 PM
On a side note, you should make all of your textures powers of 2 (64x64, 256x256, etc) otherwise they will be scaled in the engine and not look as good.