Model Requests? (or help)
No, young jedi, you misunderstand :] A .tga file (like png and various other formats) stores alpha channel information alongside the usual red, blue and green information for each pixel. In other words it stores the transparency of each pixel. The usual procedure is to create a mask of your image in your paint program and use that to create the alpha channel info (alpha masks are greyscale images, white is opaque, black is transparent and so on). Wot that means is, you can create a branch texture using 16 million colours and still get the same transparent effect you would using indexed bitmaps and 255 blue. It has nothing to do with the blend modes in the model converter :]
The tricky bit is creating the tga with the transparency in the first place. I always find it a pain to do in psp, anyway.
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The tricky bit is creating the tga with the transparency in the first place. I always find it a pain to do in psp, anyway.
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- fhko
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- Location: As I awake I find myself in a strange new place.
Really? I wasn't getting any transparenciness when I saved my images to .tga.
Give me a second and I'll try with a semi-legal version of Paint Shop Pro.
...Nope. Still no alpha.
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.png's (for which I know I can get transparency using) just gets a white fill-in where there should be nothing.
Currently the best results have definitely been through blue-255. Which always leaves those tell-tale off-blue dots on the edges.
Hey! What the heck?! Why isn't blue-255 working now!?
Now I'm mad....
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Edit: Okay, Blue-255 info doesn't store properly as a material for some reason. That will need looking into.
Examples of my working thus far:
Give me a second and I'll try with a semi-legal version of Paint Shop Pro.
...Nope. Still no alpha.
-------
.png's (for which I know I can get transparency using) just gets a white fill-in where there should be nothing.
Currently the best results have definitely been through blue-255. Which always leaves those tell-tale off-blue dots on the edges.
Hey! What the heck?! Why isn't blue-255 working now!?
Now I'm mad....
------
------
Edit: Okay, Blue-255 info doesn't store properly as a material for some reason. That will need looking into.
Examples of my working thus far:
Last edited by fhko on Sun Apr 19, 2009 4:58 pm, edited 1 time in total.
It's a pain, I agree, but you can do tgas with psp...
Incredibly Short Tutorial (tm):
1. Create your branch image, make sure it's on its own layer
2. Create a new layer.
3. Select everything on the branch image you want to be transparent: on the new layer fill it black
4. Invert the selection (so you're now selecting everything you want to be visible): fill it white
5. In the Selections menu, and with that white selection still visible, choose "save to alpha channel"
6. Hide the new layer so your original branch image is showing; then save as uncompressed, 24-bit tga.
That's incredibly basic alpha but it ought to work... does for me in psp v7.
f
Incredibly Short Tutorial (tm):
1. Create your branch image, make sure it's on its own layer
2. Create a new layer.
3. Select everything on the branch image you want to be transparent: on the new layer fill it black
4. Invert the selection (so you're now selecting everything you want to be visible): fill it white
5. In the Selections menu, and with that white selection still visible, choose "save to alpha channel"
6. Hide the new layer so your original branch image is showing; then save as uncompressed, 24-bit tga.
That's incredibly basic alpha but it ought to work... does for me in psp v7.
f
(by the way... that's incredibly basic alpha because it's, um, 1 bit or 2 bit alpha or something. In other words, either completely opaque (white) or completely transparent (black). You should be able to create 8 bit alpha using 256 shades of grey, so black is transparent, white is opaque and mid-grey is 50% transparent. And indeed it's possible to do so, I just haven't quite worked out how you're supposed to apply that to a complex image like a tree branch. Doing that would let you fade the edges of the leaves etc out more nicely.
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omg gordont freeeman
i've played half-life ; half-life 2 ;half-life epised l;half-life episod ll ;half-life dead match sourse ;half-life 2 deadmatch and allso theuniversal
Re: omg gordont freeeman
Speeddy wrote:i've played half-life ; half-life 2 ;half-life epised l;half-life episod ll ;half-life dead match sourse ;half-life 2 deadmatch and allso theuniversal
um.. what does that have to do with this topic?
get adobe fireworks cs4 you can do trial for 30 days and or you can just get a key code from some website its really easy and its mega pro softwarefhko wrote:Actually I figured it out again...now I can't get rid of the white border. Curse these limited graphics programs.
I'll be free to do random crud like this in a couple weeks. Stay tuned for developments.
can somebody tell me what this error means and how do i get around it:
im trying to make a chinese pagoda tower but i cant unfold it to texture it because i get this error, here is a picture of it so far:
im kind of a newb at texturing/modelling so pls help
- fhko
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- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
Baladin wrote:A monkey in a banana shaped space ship, just so i can replace the old galaxy cruiser. Please please please!
Perhaps I should'nt of said "any mode you can think of", but I'll do it anyway.
I think I already have some cool ideas for it anyhow. Mind if it's just a banana shaped space ship? Interiors are a pain in the rear to model and you wouldn't really see it much anyhow.
No promises on a convenient time frame, I do have other stuff do to. I do like modeling for you guys though.