Tagra without background
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I want to change the “features” in some starspheres I retextured out of existing ones. I tried to put in the original picture and set the occupacity so that you can’t see the borders, but it just doesn’t work. I tried to delete the background with Photoshop and convert it to Tagra(TGA) format, but it always puts a white background where there are empty pixels. Does anybody know how can I make a Tagra picture without the background?
(DDS Doesn’t convert the picture because the resolution is too high - Error: [name of the file] size = not a power of 2 when I use DDS Converter 2) -
there you go. just saved as targa, 32 bit.
at least they have transparency channel. for cmp’s used as stations or spaceships this transparency would be visible.
if the result is the same, try to look at how the nebula images from vanilla starspheres are designed^^ - that’s always working in the end xD -
slightly hijacking this thread for a related Question 8-)
I take it .txm/.tga textures are the same? in regards to transparency?
currently in the process of adding new textures to the .txm’s is why i ask
and noticed the odd .dds in there and have seen .txm/.tga textures replaced with .dds ones previously… I ask 'cuz i like to know what the general consensus is in this field… better to leave as .tga? -
depends on the purpose. generally, a *.txm from the vanilla game is not a texture but a UTF archive, just like a *.mat would be, too. the ending is just for the programer to have things easier (as he does different structures depending on the purpose). if you e.g. have txm’s containing effect textures, it sometimes makes sense to make those to be dds, as you can replace black pixels with transparent ones within the ALE’s anl. in most cases however, tga’s are used, as they have alpha channel support which is very important especially with effects. to make black pixels is in most cases not enough (you wouldn’t e.g. get semi-transparent areas).
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just want to mention that dds supports transparency - you just have to select the proper compression mode and algorithm. The big advantage of dds. you get a smaller picture size as dds compressed picture than the tgas would be…
You can even use dds in txm files - even with transparency. I didnt experienced any problems so far in using dds with transparency. Nearly the same for me as i would use tgas.
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As far as I know, the sole reason not to use DDS would be because your texture isn’t square, and even then I’d say you should try and fix that instead of using TGAs
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Thanks for the info I thought that would be the case, as .dds works everywhere else in FL… just wasn’t 100% sure
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Kinda having the same trouble, but mine won’t save as tga only dds, anyone wanna see if the can fix?
http://i113.photobucket.com/albums/n240/Alucard1_01/screenddstotgahelp.png
As a effect, it shows up as a white box in game. (the whole thing)
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how many bits did you save it as?