Here is what I have tried:
I revamped the old lockeddoor.DDS and tried use that, and got the issue that I previously posted.
I then saved it as a TGA and still got the the issue that I previously posted.
Created a new image with a background that has the color value set at 0,0,0.
Added whith text to it.
I then tried to save it as a TGA and found that the alpha option was not an option.
I then saved it as a DDS, and changed the file extension in the script to dds and tried use that.
The image did not show up ingame at all.
I then saved it as a TGA even though it didnt give the option to save with alpha cannels, and changed the file extension in the script back to tga.
The image did not show up ingame at all.
I closed and reopened FPSC.
The image did not show up ingame at all.
I then created 2 32bit bitmaps, one with a background of 0,0,0 and white text, and another with a white background and text with the value of 0,0,0.
I used them to build a TGA with an alpha channel.
The image did not show up ingame at all.
I used the lockeddoor.tga that came with FPSC and it worked fine, so it has to be something wrong with my immage.
I have been using FPSC for 1yr 5 months. I have figured alot out on my own. I have been using Adobe Photoshop for years. I have created transparrent images for FPSC before and had no issues, so at this point im wondering what the heck is going on. What is so different with these TGA files from the standard DDS and TGA files that I am used to working with?
Considering all that I have done, does anyone have any other options that I might try? Or at least some input on my current method?
The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.