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2D All the way! / How to make .PNG with rgba color model

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Impulse
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Posted: 4th Dec 2003 04:48
Does anyone know how to make .PNG files that actually save the alpha channel in either Corel Photopaint or Adobe Photoshop? Any help would be appreciated.
indi
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Location: Earth, Brisbane, Australia
Posted: 4th Dec 2003 09:34
open photoshop

make a new file with a transparent background

make the graphic

save the file as a psd firstly with layers

save out a png of the same file with none / none in the output settings.

dont save the current file open when u close it so you dont wreck your psd



make a DBA file call it whatever and a project file

add this code if using pro




that png wont work with an alpha channel in classic u need to make jet black area of rgb (0,0,0) for the space u want it to be transparent and probably switch to a bmp.
Impulse
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Posted: 5th Dec 2003 02:39
Thanks a lot.

Is there a way to save an alpha channel that I would have made using the channels docker?
Impulse
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Posted: 5th Dec 2003 02:49
Is it possible to texture an object with this file?
indi
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Location: Earth, Brisbane, Australia
Posted: 5th Dec 2003 03:41
yes and yes. the best results I have found for alpha channel work is to save it out as a DDS file. Nvidia has a DDS importer exporter for photoshop on their site in the developer section.

Always save the PSD file for tweaking later as the DDS export cant be re- edited as easily since it exports the image in a consecutive series of smaller images for use in mip mapping provided that feature is activated in the export window settings.

Apparantly when exporting DBP only likes 1 bit alphas.
Impulse
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Posted: 5th Dec 2003 23:07
Thanks a lot.
Impulse
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Posted: 5th Dec 2003 23:26
Wait a minute, this is what I have:

The .DDS file works because I can see the alphablending with the sprite, but the .x file just appears white. The .x file does have mapping information.
indi
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Posted: 6th Dec 2003 06:27
look for the command "set object" and the pro versions that relate to the "transparency flag".


run this example if you have pro




and run this if you have classic

Impulse
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Posted: 8th Dec 2003 03:01
Is alphablending possible on 3-D objects?
indi
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Posted: 8th Dec 2003 15:08 Edited at: 8th Dec 2003 15:10
I dont know what means as a term but ive probably seen it or used it and not realised that was its name. Can you elaborate what you mean.
Do you mean like semi transparent areas like a frosty window or a cloud of gas? then yes its possible in DBP as I had an issue with that happening to my ripped flag and the dirt was sort of see through in the place i wanted a rip or clear spot of alpha work.
Impulse
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Posted: 28th Dec 2003 23:14
Exactly, semi-transparent objects where you can control exactly how much transparency you have on each area. About your issue, did you disable mipmapping on your flag's texture?

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