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FPSC Classic Models and Media / How to Make Alpha Channel on Textures

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Teabone
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17
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Joined: 8th Jun 2006
Location: Canada
Posted: 3rd May 2013 08:24
Hello all I was wondering if anyone knew how to properly set an alpha channel on a DDS texture for FPSC. I have made a couple tree models and did some leaves for them but dont want the black backgrounds to show up. They have the value of 0,0,0 RGB so im not sure what I'm doing wrong.

DDS NVIDIA plugin for photoshop

Cosmic Prophet
16
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Joined: 17th Mar 2008
Location: The Cosmos
Posted: 5th May 2013 02:52
In Photoshop, make sure you have your channels pallet visable. (From the windows menu in the program). click on the channels tab. You should see 4 entries in the list. (RGB mode) each of these entries is a color channel ie. red, green, blue, and rgb. You can add an alpha channel using the pallet tools.

All you need to do is select the area you want tranparent from the original image, switch to the channels pallet and fill with solid black. Invert your selection, then fill with solid white (which will show up in the game.

If your still confused, drop me an e-mail, and I'll slap together a small tutorial with images so you can see how it works.

Back from the Wasteland.
Teabone
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Joined: 8th Jun 2006
Location: Canada
Posted: 5th May 2013 08:41 Edited at: 5th May 2013 09:06
Sent you an email regarding this and another question

EDIT:

OH seems like it worked! A test with a quickly done horrible tree WITH ALPHA CHANNEL!

Thanks a lot!

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Burger
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Joined: 22nd Jun 2012
Location: New Zealand
Posted: 6th May 2013 07:13
Quote: "A test with a quickly done horrible tree WITH ALPHA CHANNEL!"


Its, not, that baaad . . . Just a little improvement here are there maybe

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Teabone
Valued Member
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Joined: 8th Jun 2006
Location: Canada
Posted: 6th May 2013 08:35
Got some barks where the leaves should be lol

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