Inverted alpha channel

I think Paul’s work-around is a good choice for smaller textures. It effectively reduces your available texture width by a pixel, but a pretty easy work-around for the time being.

Richard

I now suddenly experience the problem of the inverted alpha channel again. I’m quite sure it has a connection to the size of the *.tga file. Because I have the correct alpha with 512×512 textures but inverted alpha with 256X256 or 128×128 textures. Anyone else the same problem? Os it a drivers issue? I use NVidia geforce 4 with the latest drivers.

Thanks for suggestions! I did the somewhat tedious substitution of the alpha with a bmp file I made of the mask file myself but as I said, tedious…..
Interesting idea using this transparent pixel. I’ll try it next time I have smaller textures. Most of the time I tend to 512×512, too.

I had a similar problem, but got around it by ensuring the top left single pixel of the texture was transparent!

This seemed to fix all inverted alpha problems.

Regards

Paul

I never did resolve it myself, although I now tend to stick with 512×512 most of the time. If I do get the problem with smaller textures, I just export the alpha channel to a .bmp and then load it up separately into the mask layer after selecting the problem tga file.

That’s odd. I was pretty sure that I fixed that. Is this with 5.7? or 5.7a?

Richard

Using 5.7a.

Sorry, Richard, but that is not true. I can send you a texture.tga file that loads the translucency map inverted and I checked twice if the andquot;invert texture translucency layersandquot; was checked and it wasn’t. Must be another cause for this.

We got the answer to this on another thread. Hannes44 had andquot;invert texture translucency layersandquot; checked.

Ian, any possibility of the same for you?

Richard

I guess it is only partially true then andnbsp;;) It was checked but that wasn’t the cause.

Go ahead and send it and I’ll have a look (<!– e –><a href="mailto:submissions@amabilis.com">submissions@amabilis.com</a><!– e –>)

Richard

Well, when I upgraded to 5.7a, the invert checkbox got checked (I didn’t do it, I swear!) andnbsp;Unchecking it fixed MY inverted alpha problem, not hannes.

Woops. andnbsp;:-[ I didn’t re-read your email before posting.

I scaled the textures to 512×512 and both worked.

So… it looks like TGA textures with translucency that are less than 512 pixels in width/height where the first pixel is not translucent get inverted translucency maps. Am I right?

Richard

I wrote in the message: on one tga I made the pixel in the upper left corner transparent, this tga loads correctly in 3DC; the other one is without any changes exactly as I produced it in PSP7 and it is loaded inverted.

That’s correct.

Hannes,

Yes, one of these targa files you sent is inverted on my computer also. So, what is the difference between how these two Targa files were produced? They appear to be identical.

Richard

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