Are you making new default skins?
IF you also remake the damage then you have to redo the Alpha layer as well.
If you only do the skin, then ignore those layers. Damage is saved in seperate TGA files anyway.
Especially the MiG-3 ... from the original 1C .psd there's an alpha layer that's purple then 3 layers of damage ... what do I do with all those layers?
And anyone who know how to check if the alpha layers are correct ... please help
These are for the new default skins btw ...
Are you making new default skins?
IF you also remake the damage then you have to redo the Alpha layer as well.
If you only do the skin, then ignore those layers. Damage is saved in seperate TGA files anyway.
Yes, new defaults. I'm not remaking the damage layers but I was told I have to include them and the Alpha layer in my Skin1o.tgb file![]()
How many channels do you see in your channels window?
Which version of Photoshop do you use? Photoshop 7 has a bug for alpha channels and needs a small fix which can be found at Adobe's site.
Anyway you have to save as 32 bit TGA (RGB= 8+8+8= 24 + Alpha = 8 = 32 bit).
If you like I van double check your TGA file to see if the alphalayer is there allright.
Still: leave out the purple layers (make them invisable) only the alpha channel based on those layers should be there.
Last edited by Serval; 13th December 2006 at 13:44.
Paintshop Pro 9 actuallythe alpha layers ARE there ... but are they the right alpha layers ... and SimHQ is down
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Nah, the purple is like the centre of the blackened battle damage that you see as black smears in the game, surrounding the see through parts. The purple seems to be the transparent partnow that I think about it LOL
Sounds like you figured it out.
Still here some screenshots to make it clear:
The alpha channel:
Black is transparent or invisable in the game. That is how holes are cut.
Here they are projected in red over the skin. (Photoshop so a bit different)
Here are the two damage layers visible. They contain the bullet holes and bigger damage.
Here are the damage textures again with the Alpha layer in red over the skin.
As you see the holes cut with the alpha layer fit within the textures that represent the edges of the bigger holes.
The damage textures and alpha layer should fit together likewise in your template.
Note that the damage textures are saved in two different TGA files. Maddox allready has these and that is why you need to keep the alpha layer untouched.
Yes, these were also on that Beaufighter project, I was the artist to create these damage layers and purple alpha work for my part of the project. Not sure if my damage artwork made it into PF, though.
Serval is correct, leave those layers alone, as the damage texture artist has already completed this work and arranged those layers correctly.
Last edited by adlabs6; 13th December 2006 at 19:58.
Serval is correct on how the alpha works. I tried to give the same explanation on Simhq.
Kami you have a PM on Simhq. I realize that the server was down today.
I can check your TGA to see if the alpha looks ok. My email address is in the PM.
Thank you Serval, for PMing me about this thread![]()