OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: SafetyCatch on 26 Apr 2005, 13:27:38

Title: Alpha channels
Post by: SafetyCatch on 26 Apr 2005, 13:27:38
Hey guys

Im working on some textures with alpha channels for my units, these include some belts and LBVs as well as some kneepad bases, however I seem to get small white lines around my textures with Alpha channels!

Whats going on??  ???

Safety
Title: Re:Alpha channels
Post by: remcen on 26 Apr 2005, 15:47:44
i bet you converted it with texview, right?
i repeat myself over and over again in every topic about textures: USE PAATOOL v1.1 and enable "no alpha filtering".
click (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=7ae1879564ce2ee641cb4954717dc0f1;act=ST;f=48;t=39322;hl=paatool)
Title: Re:Alpha channels
Post by: SafetyCatch on 26 Apr 2005, 16:47:47
I use PAA Tool with "no alpha filtering" checked!

Heres a picture of the problem:
(http://www.webhost-online.co.uk/pleimetoc/misc/USMC/alpha.jpg)

Help!  :'(
Title: Re:Alpha channels
Post by: remcen on 26 Apr 2005, 20:32:08
ah ok, i see.
well, though the pic is a bit too small to judge i would say it looks like the edges are semi-tranparent. did you check 5:5:5:1 in paatool?
the fault might be in the .tga - when the alpha channel has smooth edges and you enable "autodetect" or rgba 4:4:4:4 in paatool.
Title: Re:Alpha channels
Post by: SafetyCatch on 27 Apr 2005, 10:36:40
Ah ok I'll give that a try, cheers mate I'll keep u posted :)
Title: Re:Alpha channels
Post by: SafetyCatch on 27 Apr 2005, 17:21:49
Ok RGB 5:5:5:1 with alpha filtering checked works perfectly!

Thanks mate, btw could you what do you mean about smooth edges because some of my alpha channels may have this?
Title: Re:Alpha channels
Post by: remcen on 28 Apr 2005, 13:18:33
take a look at the attached screenshot.
maybe you made these smooth edges when you deleted some parts with an eraser tool with smooth edges like on the screen. at these edges the alpha value is between 0 and 1 thus semitransparency.
what you did now was converting them with paatool and check rgba5:5:5:1 so the format would only accept alpha values of 1 or 0.
generating sharp edged alpha areas from masks works better btw ;)
Title: Re:Alpha channels
Post by: SafetyCatch on 28 Apr 2005, 15:07:16
Ah I see, no I don't think any of my textures have that. Thanks for all the help remcen, I'm all sorted :)