Valen Posted June 20, 2006 Share Posted June 20, 2006 I'm trying to make a TGA to use as a texture for my game, however the transparency does not seem to be saved properly, and is instead replaced with white. Photoshop did this also, and released a patch here: http://www.adobe.com/support/downloads/ ... ftpID=1544 I was wondering if anyone could perhaps tell me if there's some way to do this in Paint .NET, perhaps even by writing a new TGA file extension plug in? Quote Link to comment Share on other sites More sharing options...
13_15_4_14_1_18 Posted June 20, 2006 Share Posted June 20, 2006 I've made a TGA file with Paint.NET and used it in a machinima film without any problems. Make that when you import the file into whatever program you use to texture that you make it an alpha texture. I'm not sure if the program you use allows this, but in UnrealED if you don't click "Alpha" any transparent area is turned to white. Hope that helps. Quote If you're not into numbers, call me Chris! Link to comment Share on other sites More sharing options...
trickman Posted June 20, 2006 Share Posted June 20, 2006 What is a TGA? Quote Link to comment Share on other sites More sharing options...
Illnab1024 Posted June 21, 2006 Share Posted June 21, 2006 Truevision Targa Raster Graphics Bitmap...used on first graphics cards and has stuck. Nice compression, although not comparable to modern standards. Quote ~~ Link to comment Share on other sites More sharing options...
darkthunder Posted July 11, 2006 Share Posted July 11, 2006 I have problems in Paint.NET, with that when I open .tga files it only shows me the "alpha" channel, and not the texture itself. How do I rectify this situation? Speaking of which, does Paint.NET have any concept of "channels" such as those in Photoshop? Red, Green, Blue, Alpha etc Quote Link to comment Share on other sites More sharing options...
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