Alpha channel in texture do not work (Photoshop and GTK)


(Mr.Bean-BG) #1

Hello there.

I’m stuch with a problem which has been bugging me for quite a while.

I am trying to make a texture with transperancy so I followed an alpha channel tutorial.

What I did was this:

Open photoshop and create a new canvas with the dimmentions 128x128px 72px/inch 8bits
I filled the background with black color and created my texture in a separate layer.
I ctrl+clicked the layer thumbnail of my texture and went to channels where I created a new channel.
I made a copy of my texture in white color in the alpha channel and left the background black.

When I save the image as a TGA file I check Alpha channels and save it as a 32bit image uncompressed.

What am I doing wrong because in game it does not show as a texture with transparent background, but black background.

Thanks,

Daniël


(stealth6) #2

You need a shader. Look at alpha.shader or sfx.shader for examples.

Q3 shader manual will help too: http://toolz.nexuizninjaz.com/shader/

You need to use blendFunc.


(Mr.Bean-BG) #3

Thank you very much!!! This helped me a lot.
Still one question though.
Are the parameters and values also rellevant to Wolfenstein ET?


(stealth6) #4

[QUOTE=Mr.Bean-BG;418455]Thank you very much!!! This helped me a lot.
Still one question though.
Are the parameters and values also rellevant to Wolfenstein ET?[/QUOTE]

yes. The only things I came across that don’t work in W:ET are some surfaceparms.


(Mr.Bean-BG) #5

Thanks a lot for all the information


(Mateos) #6

About surfaceparms:
http://wiki.splashdamage.com/index.php/Surfaceparms

You can also check the rest of the Wiki:
http://wiki.splashdamage.com/index.php/Wolfenstein:_Enemy_Territory


(Mr.Bean-BG) #7

thanks all. I think I have enough lecture to read now for the coming few months :wink:


(Mateos) #8

If you have any other question, you know where to ask :wink: