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Hash, Inc. - Animation:Master

decal with alpha not working


dblhelix

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another one of these very, very fundamental questions.

here's my decal with leaf-type shapes. leaf pattern saved from PS as TGA 32

both as color map and as bump. but what's the white frame doing here?

TGA's appear with white frame even in the hierarchy, object > group name > decal > image.

 

alphadecal.jpg

 

i'm thinking this wrong but where?

(i first saved TGA's as 24, seeing the white went back, resaved over the old - could this

be a problem? rebooted a:m twice.)

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AnTirMidPlateColFlat_copy.tga

AnTirMidPlateLeafBumpFlat_copy.tga

 

opening them in PS gives white bgr and i'm getting a gnawing deja vu without

the punchline.. been here before and didn't care for it then either..

 

EDIT in case it matters, the pattern is on top of a small elevated ai-wizarded plate

 

Your alpha channel is all white - meaning all of the image is used for the decal.

 

The alpha channel, if you wish to exclude the background, should only be white where the design is, and the surrounds of the alpha channel should be black. I also shrunk the area around the design to get rid of the potential for the halo. Here is the color tga only, 32 bit with a corrected alpha channel.

AnTirMidPlateColFlat_copy_withalpha.tga

alphagrab.jpg

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  • Hash Fellow

If you're creating a decal by painting on a Photoshop "layer" (which appears to be transparent) and then saving to a TGA, that won't create a proper alpha channel.

 

 

Post #2 has a tut on the proper workflow in Photoshop:

 

http://www.hash.com/forums/index.php?s=&am...st&p=241122

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thanks for the swift replys!

 

and phew! i had not dejad this view; used to PSing material

for a program built to "guess" and turn bgr to alpha was the actual problem here.

 

robcat, the crown i'm (partially) replicating is an actual object in real life some Middle Ages-enthusiast has built.

crown

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