From: Sass Byron
alpha layer
Grrr.
You hit on one my biggest forum pet peeves. There's no such thing as an "alpha layer". It's an alpha CHANNEL.
See
/109/cc/62741/1.html for more information on the differences between layers and channels.
Anyway, to answer your question, simply add an all black alpha channel to your sculpt map image, paint your logo or whatever on that same channel in white, and then save the image as 32-bit TGA. Upload to SL, and you're all set. The logo will show as opaque in the texture picker, and everything else will be transparent (invisible).
Specific instructions will vary from program to program. In Photoshop, all you need to do is go to the channels palette, click the button at the bottom to create a new channel, and paint away. In Paintshop Pro, you first create a mask, paint it however you want, and then save the mask as a channel. I'm not sure the exact procedure for GIMP.
Whatever software you're using, the important things to remember are these:
1. SL pulls the sculpt shape information from the RGB channels only, which means you can put whatever you want in the alpha channel, and it won't affect how the sculpty comes out.
2. SL considers every image with 4 channels to be an RGBA image, which means the first three channels are treated as color maps, and channel 4 (the alpha channel) is treated as a transparency map. So, anywhere you paint black on channel 4 will show up as transparent in SL, anywhere you paint white on that channel will show up as opaque, and all shades of gray on the alpha will show as translucent. The lighter the gray, the more opaque; the darker the more transparent.
Put all that together, and it's pretty easy to determine what to do, as long as you know your way around your graphic program of choice.