Tagra without background
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well, you have of course to delete the black (or in this case - white) areas first. and not overdraw them with a different color but delete - make them transparent.
oh, and save as tga. dds doesn’t support transparency.
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I’ve deleted the background as you said, but I’m not sure if its good… I’ve just made a layer out of a cut, deleted the background and saved as Tagra 32bit.
If you want I’ve attached the PSDs so you can check it out. -
should work. give it a try and report back
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Actually, those are the pictures I used in 1st place, so theres no use to try becasue the resaults will be the same.
Maby you try to convert and send it back to me? Just explain if you added/changed something. -
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 -
Thanks for the help Gisteron!
EDIT: I tested it and it works! From now on I’ll notice the transparency channal. Thanks again!
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glad i could help
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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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No one? Ok, I got it to save as tga, but only shows up as a white box ingame. Hmmmmm….
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how many bits did you save it as?
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32 bit. Here’s the targa if you like to see if you can get it to work in a txm file:
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Wait, what did you manage to do here? To create a dds file without a “background”?
Oh, and one more thing: What is so special in txms? Aren’t they just like mats? -
Easily fixed by alpha layers as Gisteron posted. Both TGA and DDS have this ability. Upload to any TXM, MAT, CMP using the applicable node type (MIP0 or MIPS).
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Wasn’t it Transferecy channal?
I’m just new to Photoshop, can someone explain it please?
Thanks. -
PolarBear wrote:
Wasn’t it Transferecy channal?
I’m just new to Photoshop, can someone explain it please?
Thanks.Alpha Channel generally just makes images transparent. This is especially apparent if you try to erase the background of an image without adding an alpha channel first, as it just becomes white.