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Problem with alpha when uploading to SL (photoshop) |
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Keith Richter
Registered User
Join date: 27 Jan 2007
Posts: 21
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10-06-2008 16:38
I make textures to use in SL with a background alpha in photoshop and I save it as a TGA so that it can be uploaded. But whenever I do it in photoshop the upload shows the alpha all white instead. Anyone know how to fix that?
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SuezanneC Baskerville
Forums Rock!
![]() Join date: 22 Dec 2003
Posts: 14,229
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10-06-2008 16:57
Have you read this thread? /109/32/80851/1.html
What version of photoshop do you use? If it is 7.0, you will probably want to get the upgrade, which changes the TGA export plugin to match the way it worked before 7.0 and after 7.0. _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
Stephanie Misfit
Registered User
Join date: 25 May 2006
Posts: 155
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10-06-2008 16:58
Are you making sure you save the TGA as 32 bit?
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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10-06-2008 17:10
I make textures to use in SL with a background alpha in photoshop and I save it as a TGA so that it can be uploaded. But whenever I do it in photoshop the upload shows the alpha all white instead. Anyone know how to fix that? Can you clarify this? Where do you see "all white?" Do you mean that your alpha channel image in Photoshop is all white, or are you saying that the image in the preview window that opens in SL when you upload the file is all white? If it's the first case, then you're making your alpha channel image incorrectly. Check the sticky about alpha at the top of this forum. If it's the second, then maybe you are saving the TGA file as a 24 bit image (in which case the alpha doesn't exist). We'll need to know more before anyone can do a good diagnosis. |
Nalates Urriah
D'ni Refugee
Join date: 11 Mar 2008
Posts: 113
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10-06-2008 17:44
You could also use 24 bit PNG files... that avoids some other TGA problems.
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Nalates Urriah
D'ni Refugee - Guild of Cartographers |
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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10-06-2008 18:11
Quite true, but --- this is a discussion that rages back and forth in this forum --- it's a good idea to learn how to handle alpha channels anyway, even if you end up using PNG most of the time. I think you get a deeper understanding of how transparency works if you take the time to learn to use alpha channels well. The sticky at the top of this forum is a good primer, and there are excellent tutorials out there, like Robin Wood's.
Still, Natales is right.... PNG is an easy alternative for a lot of textures. |
Nalates Urriah
D'ni Refugee
Join date: 11 Mar 2008
Posts: 113
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10-07-2008 20:06
Rolig makes good points.
One needs to decide if they just need to get something done now or learn how transparency works. Understanding what it is in TGA that causes bleed and featured edges makes for crisper PNG files too. Understanding when to work at 1024 and reduce to 512 or 128 can help. Whichever one decides to do there are loads of tutorials. The forum search works pretty well and I've gotten lots from using it. _____________________
Nalates Urriah
D'ni Refugee - Guild of Cartographers |