Texture not displaying when using TGA format
by Paul Fassett · in Artist Corner · 06/16/2005 (7:39 am) · 2 replies
It says that torque supports the TGA format but when I use TGA on a dts shape it doesn't show up in game. Does anyone know why this is?
Also if torque doesn't support TGA then how could I get png to show alpha transparency in game when exporting from max?
Also if torque doesn't support TGA then how could I get png to show alpha transparency in game when exporting from max?
#2
I did up a quick tutorial on how i make the png file with out the use of the alpha channel in it but yet still transparent.
www.garagegames.com/mg/forums/result.thread.php?qt=30515
06/16/2005 (1:32 pm)
I use the png format but with out the alpha channel and i have no problems yet with the transparency. I did up a quick tutorial on how i make the png file with out the use of the alpha channel in it but yet still transparent.
www.garagegames.com/mg/forums/result.thread.php?qt=30515
Associate Logan Foster
perPixel Studios
Getting PNG to show transparency data is no different than TGA. You just need to check the opacity slot in your material to flag the export to export the material as transluscent based on the Alpha data contained in the diffuse material. Note: Most image applications export PNG files not with data from the alpha channel but instead with the pixel transparency that it sees on the image, its a screwy method of operation and you can blame the lame ass PNG standard group for being too loose with thier spec for this. You can find a few plugins for apps like Photoshop that will let you export to a PNG again with an alpha channel though.