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GameRetardo
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Posted: 2nd Sep 2010 17:40
Oke I have been strugling with this problem for a really long time now, and I'm getting sick of it. I just want to make a model that has parts of glass in it, but I can't get them transparant. I tried lots of tutorials but somehow my models are always completely visible. I just want the glass parts to be see-through.

So I would greatly appreciate it if anybody is able to tell me how to make a texture with an alpha channel in Paint Shop Pro or Photoshop CS4. Do I need to change any settings of the model in fpsc itself?

Thanks in advance!

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Gencheff
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Posted: 2nd Sep 2010 17:48
Open the texture.Set its opacity to around 40-50 and when saving if it's in .dds format use 4bpp | 1bit alpha.

In other cases you must save it as a .png with the transparency box checked


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Bootlicker
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Posted: 2nd Sep 2010 17:58
Quote: "Open the texture.Set its opacity to around 40-50 and when saving if it's in .dds format use 4bpp | 1bit alpha.

In other cases you must save it as a .png with the transparency box checked
"


In photoshop I save mine with interloperlated alpha and leave any transparent bits transparent, or if it's like a window chance the opacity


Gencheff
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Posted: 2nd Sep 2010 18:02 Edited at: 2nd Sep 2010 18:02
Doesn't really matter that much which type of filter you use as long as it has transparency.I just gave an example off-top


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GameRetardo
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Posted: 2nd Sep 2010 19:25
but I only want a small part of the texture to be see-through. is that possible? because I have wood textures and the textures of the glass, but I only want the glass to be see-through and not the wood as well.

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Bootlicker
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Posted: 2nd Sep 2010 19:39
make the part you want transparent a new layer and make that layer transparent.


henry ham
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Posted: 2nd Sep 2010 21:03
i dont think you guys understand what an alpha channel is & how to use it for transparency so i will try to explain .

first off when you create an image its made up of 3 channels red,green & blue (RGB) .this will give you the full range of colours with which to paint your texture.

so you paint your window frame & glass texture on these layers.so for example you paint the wood frame a brown wood grain ,then paint the glass a dirty blue.

now thats the basic texture finished ,but we want the glass to be transparent so we have to add a new channel to the texture this is an alpha channel.

Alpha channels act as masks through which you can display images.alpha channels are 8-bit which means it has 256 levels of gray from 0 (black) to 255 (white). White acts as the visible area, black acts as the transparent area. The level of gray in between determines the level of visibility. For example, 50 percent gray allows for 50 percent visibility.

so in our alpha channel we paint grey into the glass area of the texture & paint the frame full white .now save your texture as .dds or .tga with alpha & you should have transparency in your texture.

hope this helps

cheers henry

GameRetardo
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Posted: 2nd Sep 2010 21:14
Thanks henry I'll try that. Does the entity need to be dynamic? Do I need to change anything in fpsc at all?

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Gencheff
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Posted: 2nd Sep 2010 21:16
Even though I knew most of the stuff you said,thanks for the clarification henry.

And it's correct what you said to fix the OP's problem,and since I know most people will be too lazy to read it :

Quote: "Alpha channels act as masks through which you can display images.White acts as the visible area, black acts as the transparent area.For example, 50 percent gray allows for 50 percent visibility.so in our alpha channel we paint grey into the glass area of the texture & paint the frame full white .now save your texture as .dds or .tga with alpha & you should have transparency in your texture."



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Gencheff
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Posted: 2nd Sep 2010 21:16
The entity doesn't have to be dynamic


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GameRetardo
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Posted: 2nd Sep 2010 21:33
now it's saying can't load image at line....
what did I do wrong?

Game Freak

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