tga stays fully opaque although there is an alpha channel


(thore) #1

i’m trying to make a partly transparent tga with photoshop cs. now creating the alpha
channel isn’t the hardest part of it. the tga file consists of one opaque gfx layer and
five channels (rgb, red, green, blue, alpha 1) is then saved as 32bpp without RLE
compression and is 128*128 in size.

no matter how the alpha channel looks… the image remains unaffected ingame.

i’m aware of the patch available for PS7 but this one should not be needed for PS8/CS.
even applying this patch didn’t help. tutorials on tga alphas say “it’s that easy” but i
couldn’t find any other troubleshooting hints than the mentioned patch for PS7.

your turn :bored:


(FireFly) #2

I create tga’s with an alpha channel the same way you mention above,so I don’t think it’s a PS8 problem… Might have something to do with your shader.
Could you post the shader?


(thegnat) #3

As FireFly said, alpha textures need a shader in all cases.

And the shader should have a implicitMask or a alphaFunc stage in it.


(thore) #4

oOps! erm… uh…

EEEEK! hey look! what’s that ugly monster right behind you?!!
runs away and hides in shame

what i’ve learned today: there can’t be anything wrong with your
shader if you failed to include one :X works like a charm now :wink:

gracias.