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Alpha channel is white in-game

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Level 28
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Jan 26, 2007
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Hey,

I am 'trying' to create a new GUI for one of my maps, but the alpha channel is white in-game.

I am sure the alpha channel is set to "none", so it shouldn't be there.
I have extracted the files from the Image Extractor Tool (to know the size of the images), created the textures with Photoshop CS3, saved them as .tga-files (32 bit depth) and converted them to .blp-files with Image Extractor.

If anyone knows what's causing this problem, I can go on with the GUI.
I've searched the site for this problem, but the only thing I've found is how to create an alpha channel (and I know that...)

Here is a little sneak preview: (I know this image doesn't have an alpha channel yet, but the ones I've imported had one).

humanuitile01.jpg




Do not mind the standard warcraft-layout, I've only imported 1 image...
screeny.jpg



(the scales/colors might not be right at the moment, but this is only an alpha preview...)

Thanks in advance.
 
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Level 3
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Jul 14, 2008
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Hey, I have no idea what you are talking about, but, holy shit. That look's awesome! Do you plan on releasing it to the public after it's done?
 
Make sure that your image isn't a flat image, and is a layer with no background layers below it instead. Then select the things you want alpha'd and hit CTRL+X to kill those pixels. If you did it right, then where you once had the cut stuff, you'll have white and gray squares. Save as a 32-bit tga.

Oh, and you do it on the RGB channel, not Alpha.
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Make sure that your image isn't a flat image, and is a layer with no background layers below it instead. Then select the things you want alpha'd and hit CTRL+X to kill those pixels. If you did it right, then where you once had the cut stuff, you'll have white and gray squares. Save as a 32-bit tga.

Oh, and you do it on the RGB channel, not Alpha.

Thank you, but it didn't work :s
This is the list of what I did:
  • I opened the .psd-file (the file I've uploaded in my first post)
  • It only had 1 layer (but not flattened), so that wasn't the problem
  • I selected all black areas and deleted them, as I have did before (on my first attempt)
  • I've saved it as a 32-bit tga (without compression)
  • I've converted it to .blp with the Image Extractor-tool (quality doesn't matter)
  • I've imported it in the WE with the path UI\Console\Human\HumanUITile01.blp
The result can be seen in the first post.
 
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