From: Delightra Draper
no matter what light I am using in SL, I am still not getting the exact texture that I am bringing into world. SL is automatically changing my texture to a lighter one.
This is perfectly normal behavior. The lighting system is additive.
Imagine taking a painting in RL, and shining spotlight on it. It will appear lighter than it would in a dimly lit room.
The same behavior holds true in SL. Start with your base texture, put it in a 3-dimensionally lit scene, and it will appear lighter than when it's just on a 2D canvas in Photoshop.
That said, it's possible Rolig's interpretation is correct. In your screenshot, the lions do appear to be picking up your avatar's skin tone, which suggests that they're translucent, not totally opaque. We can't be totally sure, just from the screenshot alone, but it does look like that might be what's going on.
From: Delightra Draper
The lions you see on that picture are lighter when when I brought it in world just because of the tint that appearance automatically gives you. I don't need the tint in SL and I wish if I could just turn it off.
When you go into appearance mode, an extra light does shine on your avatar, brightening the whole thing. I've always assumed the logic behind this is so you can see what you're doing if you're editing your appearance at night. The important thing is how the garment looks once you've exited appearance mode.
If it's still too light for your liking when you're not in appearance mode, then either darken your source texture in Photoshop, and re-upload it, or else apply a gray tint to the garment in-world.
I'm not sure "light" is the right word, though. Judging by your picture, it's seems it's not that the lions actually look lighter on the av than on the fabric swatch; it's that they look more faint. Unless I'm misinterpreting, it seems to me what you want is for them to look more saturated, more bold, correct?
The faintness suggests that Rolig's hypothesis is correct, and you do indeed have some transparency in there. To know for certain, export your source image to a format that does not support transparency, like BMP, and upload to SL. Apply the new texture to your garment. How do those lions look now? If the coloring is different than before, then you know the problem was transparency. If they look the same, then you know that that wasn't it.
Let us know what you find, and then we can talk more from there to solve the problem.
From: Delightra Draper
I know about the alpha thingy, but I didn't bring this texture in as a alpha channel texture, it's only a PNG ....... is that what the problem is?
This is one of the reasons you're better off using a mask-based work-flow (which is what making an alpha channels is) than a WYSIWYG work-flow. When you're going the PNG "simple transparency" route, your eyes can deceive you. It's not always possible to tell just by looking whether a particular area of color is completely opaque, or a little bit transparent.
But if you're using an alpha channel, you can tell instantly. Simply sample the color of that area of the channel, and see if it's pure white or not. If it's anything other than <255, 255, 255>, then you know you've got some transparency in there.
Further, fixing problems with "simple transparency" after the fact can be a nightmare. Depending on how you put the image together, there very likely might not be any efficient way to fix things. Often, the only solution is to start over.
But if your work-flow is mask-based, then it's totally non-destructive. You can change whatever you want, any time you want. If something is transparent that shouldn't be, just paint over that part of the mask (or channel) with white, and it'll become totally opaque.
From: Delightra Draper
I've been trying to use the alpha channel in world, but for some reason it's just not working for me anymore. No matter what program I use....Photoshop, Paint Shop Pro or Gimp...the alpha channel just won't work for me anymore. I have no clue what I am doing wrong now, but I wish I can fix it. I looked through some of the threads in the forums here about it and tried what they said, but it still won't work for me. The transparent part of the texture is turning out white and thats not how I want it to look in world. lol
Sounds like you were saving at the wrong bit depth. To include the alpha channel, you must save the TGA as 32-bit. If it's 24-bit, then by definition, it's only got three channels, not four. And the first three channels will always be the color channels. Transparency is the fourth.
From: Delightra Draper
If you can find me a alpha channel tutorial that will work for me, then I would love to try it.
There's about half a dozen of them in the Transparency Guide, stickied at the top of this forum. Follow the directions to the letter, without changing or skipping over anything, and they all work.
Robin's tutorial that Rolig linked is excellent as well.