From: Gaelyn Seomun
I seem to not have the ability to 'paint' the desired selection for transparency in the mask layers, I can only choose the opacity for the entire texture.
I'm not sure what you're asking, Gaelyn. By "mask layers" do you mean layer masks? What exactly happens when you try to paint on one?
From: Gaelyn Seomun
Also,I am having difficulty with the alpha channel now. Although the image appears as I want it to in PSP Photo, when it is saved and I attempt to upload I get a completely transparent image.
If that's happening, it's because your alpha channel is completely black. Any part of the alpha that is black will cause that same same part of the texture to be transparent. Any part of it that is white will cause that part of the texture to be opaque. Any part that is gray will be somewhere in between (translucent).
Keep in mind, PSP won't automatically show you the effects of the alpha channel in the image. So the notion of "the image appears the way I want it to in PSP" is irrelevant. The layer transparency you see inside PSP has nothing to do with the alpha transparency SL is going to use. In SL, the transparency will come from the alpha channel, and only the alpha channel, nowhere else.
The reason PSP doesn't show the alpha channel as transparency is simply because it doesn't know that that's what you want to use the alpha channel for. You see, while Second Life happens to use the alpha channel only as a transparency map, another program might use it for something completely different. It's just a data map. Instead of or in addition to transparency, it could store information about reflectivity or specularity or bumpiness or even your last year's tax return. PSP is smart enough not to make any assumptions about what you might be planning to use any particular alpha channel channel for. All it does is store it, so that the destination program (which in this case is SL) can use it however it wants.
If you want to see the alpha channel data act as a transparency map inside PSP, you must copy that data to something PSP actually does use as a transparency map, a layer mask. Put all your layers in a group, apply a mask to the group, and then copy the alpha channel to the mask. Instantly, you'll see the black areas of the mask turn the corresponding areas of the image transparent, the white areas turn it opaque, and the gray areas turn it translucent.
But remember, the mask itself is not the alpha channel. It's a completely different item that happens to use similar data in a similar way. Masks of this type only exist within paint programs, so that's they only place they work. SL has no idea what masks are, or that they even exist. It only knows what channels are. So, while in your paint program, you can use a mask to display transparency, the only way to have that transparency be usable by SL is to have it stored on the alpha channel.
This is why in programs like PSP, which unfortunately do not let you edit channels directly like Photoshop does, the best way to make a transparency map is by first creating it as a mask, and then copying that mask to an alpha channel. Then you remove the mask, since SL won't be using it anyway, so you don't end up with artifacts from the duplicate data.
Without knowing exactly what you've been doing, it's hard to know how you ended up with just solid black on your alpha. I'm betting that what you did was when hit the New Mask command, you probably hit the Hide All option as well. Then, without making any changes to the mask, you copied it to alpha, and left it at that. If that's the case, then the step you missed was to paint white on the parts that you wanted to be opaque.
I'm sure all of this probably sounds a lot more confusing than it actually is, given the way you're probably looking at it right now. If you're really having trouble understanding, and you'd rather work purely with what-you-see-is-what-you-get, then I'd suggest using the PNG format instead of TGA. PNG supports simple transparency, which means you don't have to make an alpha channel. It's less powerful to work that way, and it can be considerably more time consuming when making complex imagery, but it is more intuitive in the beginning.