From: Luna Barak
it looks sleevless over almost all people but over some of them (as I said 2/3) it instead shows sleeves - seems more or less like if the body texture was replicating over the arms.
That definitely sounds like the palletized texture bug. It's fixed in the latest release candidate, as far as I know. But since LL allows people to use just about any old viewer they want these days, not everyone will upgrade when the RC goes main. So a good percentage of people will likely see that bug for a long, long time.
From: Luna Barak
I was forced to save it in tga and in this way I have fixed the problem,
Strictly speaking, the source format shouldn't be able to make any difference. As has been mentioned, SL converts everything to JPEG2000 at the time of upload. Your source image never actually leaves your own hard drive.
That said, it's remotely possible that certain PNG-sourced textures could be more susceptible to the bug than certain TGA-based ones. I'm theorizing here, so don't put too much stock in this, but if (and I stress IF) your PNG-sourced textures are indeed having more problems than your TGA-sourced ones, here's what MIGHT be the cause. SL's PNG->JPEG2000 converter has a built-in solidifier. It bleeds pixels from the opaque areas into the transparent areas in order to avoid haloing when it creates the alpha channel. It's plausible that that solidification could be giving the palletized texture bug something to sink its teeth into.
If you haven't been solidifying your TGA's in any way, then all the transparent areas will read as pure white. Since it's likely that white will be pre-existing in every possible palette, perhaps that's enough for the bug to leave it alone. Maybe the bug is only triggered by palette-specific colors, and not by anything so common as plain white.
I'm totally making that up, though, so please don't take it as any sort of verified technical explanation. It's just a wild theory to fit the alleged facts here.
And of course, if you're not solidifying your TGA's, they're going to be haloed, which is even worse. SL bugs come and go. Their effects are never permanent. Halos, however, are real.
From: Luna Barak
but I am unhappy cause png looked much better on my eyes.
How are you defining "looked much better"? With the exception of haloing, which is easily preventable, there shouldn't be any visible difference at all between a PNG-sourced texture and a TGA-sourced one.
From: Atom Burma
some CS 1-4 versions of Photoshop handle alpha mapping slightly different, so it isn't a matter of what is better, it is more what is better for this instance.
I'm not sure where you got that, Atom. The only version of Photoshop ever to screw with how alpha channels work for TGA was 7.0. All versions prior to that, and since (including all that have had CS in the title), have used the exact same TGA save utility. Adobe royally messed up with 7.0, and they freely admit that. No other version has deviated from the norm.
From: Zii Minotaur
Doesn't the server convert your TGA or PNG into a JPEG2000 file upon upload anyway?
Actually, the viewer does it, not the sever, not that that really matters for this discussion. The important thing is that yes, all images are converted to JPEG2000 at the time of upload to SL.
From: Betty Doyle
It may have just been that it was a new upload that fixed it for them and not the change in file type.
That's probably a more likely theory than the one I invented above.
In any case, the palletized texture bug is due to an incompatibility between SL and recent nVidia drivers. Until further notice, every SL user who has an nVidia card should be using the 175.19 drivers. Anything newer will trigger the bug (as well as other SL problems). Unfortunately, though, for certain newer cards, the 175 series isn't an option. People who have cards that came out after 176 and up may be out of luck until LL fixes the compatibility problems.