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Saving as TGA problems

FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
02-14-2008 21:44
I was having no problems with saving as TGA until recent months.
Does anyone know why this would be a issue or how to check, correct settings that might interfere with saving TGA files and having SL recognize them?
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AlexAlex Yifu
Registered User
Join date: 2 Jun 2007
Posts: 17
02-15-2008 10:51
-misread-
Annyka Bekkers
Registered User
Join date: 25 Jun 2007
Posts: 98
02-15-2008 11:03
well, how exactly are you saving them now that is giving you problems?

One thing I noticed by accident is that SL will not accept an 8-bit greyscale TGA. It seems to insist on at least 24-bit images.

Other than that, without knowing how you are working or what your problem is exactly, its hard to make any suggestions
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FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
02-15-2008 16:32
It isn't greyscale, full color.
I try to save 24mb, even 32mb.
I have made hundreds of tga textures to upload never really had a problem
except the occasional cannot find file message
Usually it works yet but in recent weeks maybe months it only works half of time
now it doesn't at all.
Literally SL viewer doesn't not seem to see the tga file regardless of what I do in last few weeks.
I haven't updated the viewer since last the mandatory update.
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Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
02-18-2008 15:41
I'm not sure if I'm having the same trouble. In CS2, I always save as 24bit when the popup comes up, unless I need the alpha channel. But lately, sometimes I get a message that tells me I need to try to save in 24bit format.

When I go back to resave it, Photoshop doesn't give me the pop up to ask what format I want to save it in, and the problem persists.

What do I need to do to make sure it is in 24 (or 32) bit format?
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FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
02-20-2008 00:48
I am using older version of CS Adobe 7.01. Oops it says it is Adobe Photoshop Version: 8.0 (8.0x118)
It was working. I swear I knew where I was putting it when I look for it in SL yet recently I ran into issues similar with png files then only to realize I had put it elsewhere.
I told my friend about it went through the steps with the missing png files only to realized the above. She is very knowledge about computers and said somethings SL can't mess up so the issue I have been having is either my human error or something with Adobe.
I have been doing everything in world as png because I am just tired of looking for tga.
I try it again.
My friend also told me 24mb tga files are for non-transparent while transparent tgas need to be 32mb.
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Ollj Oh
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Join date: 28 Aug 2007
Posts: 522
02-20-2008 01:14
change the images pallette/color depth to 32 bit.
"save as"
The alpha layer must be 32-bit to be transparent, otherwise there will be no transparency inside of sl. (which saves loading time and doubles rendering speed)
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
02-20-2008 09:42
From: Ollj Oh
The alpha layer must be 32-bit to be transparent, otherwise there will be no transparency inside of sl.

First, there's no such thing as an "alpha layer". It's an alpha CHANNEL. Layers and channels are entirely different things.

Second, you can't have an individual layer "be 32-bit" or not. The image as a whole has one bit depth, determined by the number of channels in the image. You can't just have one layer have its own bit depth, independent from that of the rest of the image. For more on what bit depth means, see the transparency guide at the top of the forum.

I would rewrite your sentence to say "An alpha channel must be present, meaning the image must be 32-bit, for the image to have transparency; otherwise there will be no transparency inside of SL".

From: FD Spark
I am using older version of CS Adobe 7.01. Oops it says it is Adobe Photoshop Version: 8.0 (8.0x118)
It was working. I swear I knew where I was putting it when I look for it in SL yet recently I ran into issues similar with png files then only to realize I had put it elsewhere.
I told my friend about it went through the steps with the missing png files only to realized the above. She is very knowledge about computers and said somethings SL can't mess up so the issue I have been having is either my human error or something with Adobe.

I'm not really sure what you mean here, FD. Sorry.


From: FD Spark
I have been doing everything in world as png because I am just tired of looking for tga.

I would agree with you that PNG is probably a better format for you to use than TGA. You've been having difficulty wrapping your head around the TGA work flow for a good long time now. I think you're awesome, though, for continuing to try as you keep doing, despite your challenges.

I'd say PNG is a great alternative for you. It can be lot more immediately intuitive than TGA. I would suggest you leave TGA alone, and just work with PNG from this point on.

From: FD Spark
My friend also told me 24mb tga files are for non-transparent while transparent tgas need to be 32mb.

One point of correction here, if I may. I notice you've repeatedly used the letters "mb" throughout this thread, as in "24mb" or "32mb". What you should be using is not "mb" but "bit". TGA images are saved as 24-bit or 32-bit, not "24mb" or "32mb".

So you know, the lowercase letters "mb", if taken literally, would stand for "millibit", a fictitious term, meaning a thousandth of a bit. Practically speaking, a bit is the smallest unit of measure in computing. There's no such thing really as a fraction of a bit, so there can be no such thing as a "millibit".

Everyone who responded here, of course, was able to discern your meaning from the context, so the mistake didn't really affect them. However, for the sake of newbies, who might well be confused, it's important to speak in correct terminology. Once again, it's 24-bit or 32-bit, not "24mb" or "32mb".

In any case, your friend is correct. 24-bit TGA images do not have transparency; 32-bit TGA's do. The way it works is each channel in the image has 8 bits (per pixel). Color images without transparency have 3 channels (red, green, and blue). 3 channels times 8 bits in each equals a total of 24 bits. Color images with transparency have an additional fourth channel, called Alpha. 4 channels times 8 bits in each equals a total of 32 bits. Make sense?
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FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
02-21-2008 05:47
Oops sorry, for some reason I was thinking mb's.
I am sorry, I don't know as much as you do Chosen and often get confused when
trying to explain the things I do know:)
I just can't seem to find certain textures via SL sometimes when making tga.
Just was wonder if any one else experienced this ever?
Thanks for the kind words Chosen.
I am doing what I can but some things as my very smart friend says aren't FD friendly
and often those alpha tgas aren't fd-friendly.
Yet it would be nice to be able to use the non-transparent version and actually find the files when saving them or have clue why I can't.
Below in signature everything except the photo of me and cat I hand drew. I am
exploring shadows. Still got few bugs in the drawing though its png.
I create because I love to create. It nice feeling even if I have to re-do and re-do
a texture or design many times until I get it right.
I gotten discouraged few times and thought about giving up.
I haven't made any more clothes in while but I keep creating and drawing other things.
I have gotten bit better at drawing textures for spheres. Last year I was clueless how
to do this.
My doll face for spheres, still needs bit of tweaking though:
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