dragonbird Posted November 4, 2011 Share Posted November 4, 2011 I'm trying to work out how to change the alpha channel on a texture, and am experimenting using the harpy feather from A Sackful of Fluff, on the assumption that the feather shape would have been done using an alpha channel rather than on the mesh. There's a diffuse map for the feather (chicken_man__e1.xbm), but no normal or specular map. I'm converting to dds/bin using QuickBMS with the w2_xbm2dds.bms script. The converted files are renamed as DXT5,I'm then opening the DDS file in Photoshop using the Nvidia pluginIn Photoshop, while it's in DDS format, I don't seem to be able to add transparency (by leaving areas blank) or an alpha channel. I've tried - using the Binary Alpha Threshold when saving- saving it as PSD and then creating transparency or alpha channels- assumption that it treats black, white or the existing background colour as the alphaI save as dds, using the DXT5 ARGB 8 bpp | interpolated alpha option, which is the only one that QuickBMS will accept as valid. When I load in the game, the alpha is still the original feather shape. What am I doing wrong, or is my initial assumption that the alpha information is in this file wrong? Link to comment Share on other sites More sharing options...
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