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dpakatheman

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  1. Works great, thanks so much. And the color picker tool is a great way to verify that the RGB values are still in there without going to an external application, which greatly simplifies the process of finding out what operations cause me to loose the RGB values (flattening for example).
  2. I looked into this a bit more, and at least this time I have a well-defined question. I'm trying to fill the RGB channels of my image with data, while keeping the transparency at 100%. Using the "More" button on the Colors window, I can set the transparency of my colors, but when I set the Alpha to 0 it doesn't seem to be filling in the RGB channels with any data. This is difficult to tell directly from Paint.net (after all, how can you tell if something is there if it is 100% transparent), but it is obvious when I load the file up into Unity (or another app that is sensitive to what is in the RGB channel even when the pixels are fully transparent.) Setting a transparency value of 1 will fill the RGB channels with data in Paint.net, but setting the transparency at 0 will not fill the RGB channels. Does this make more sense? Is there a way to fill the RGB values with data and have 100% transparency?
  3. First of all, let me just say that PDN is an amazing tool. The issue I'm having is that when I try to create a partially transparent texture for use in Unity 3D, I get a gray border inside of Unity that is not visible in Paint.net. It appears to be a well-known issue, and there are lots of instructions, video tutorials, etc. for how to deal with the problem when using Photoshop. See the following post for more information: http://forum.unity3d.com/threads/80614-Texture-formats-and-alpha The basic theme of the solution is that you need to create a "proper" alpha channel and not rely on the "checkered background" that exists in Photoshop. Is it possible to achieve the same thing with Paint.net?
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