Troubles in PS9 CS2 with alpha channels and TGA

Troubles in PS9 CS2 with alpha channels and TGA

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rattle
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Troubles in PS9 CS2 with alpha channels and TGA

Post by rattle »

I have some troubles to figure out how to apply an alpha channel in PS9. I tried storing the alpha channel during saving without any luck. Then I applied the alpha mask straight to the layer and saved. Nothing happened either.
I had to use PS7 to make the latter work, this is highly annoying. PS9 however loads the alpha channel correctly unlike PS7 which generally ignores them. Useless... or maybe I'm doing it wrong, anyone got an idea?
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Argh
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Post by Argh »

Why are you using TGA in the first place? You want to use DDS for final textures.
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KDR_11k
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Post by KDR_11k »

You open the channels tab, add an alpha channel and paint it? Don't add more than one though or the alpha option will be greyed out when saving and make sure you pick 32 bit when saving.
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rattle
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Post by rattle »

For some reason I couldn't save the alpha channel to the TGA. No idea why, it works now... and I'm slightly confused.

Argh: I use DDS for unit textures. I'm doing graphics for particles right now.
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Argh
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Post by Argh »

Ah. Glad to know you were able to get it to work!
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Tyarthas
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Post by Tyarthas »

i dont know if you have restrictions that make you have to use targa files. i prefer to use portable network graphics(PNG) which store an alpha channel automatically(transparency in PS)
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KDR_11k
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Post by KDR_11k »

TGAs are supposed to use the alpha defined in the channels tab. That's because TGAs are used mostly for videogames and with a complex texture it's better to be able to paint the channel by hand rather than having to punch a hole through the whole layer stack.
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