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Graphics > GIMP (GNU Image Manipulation Program) > Re: Using Alpha...
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Re: Using Alpha for non-transparent images

by "Walsh Family" <walshlg@[EMAIL PROTECTED] > Jul 23, 2008 at 09:45 PM

"S****-Arsenic" <s****arsenic@[EMAIL PROTECTED]
> wrote in message 
news:0cfdabf8-47b1-466c-8279-5d859e1691a2@[EMAIL PROTECTED]
> On Jul 20, 12:22 am, "Walsh Family" <wals...@[EMAIL PROTECTED]
> wrote:
>> I'm not the greatest Gimper but you can certainly turn off including
the
>> alpha layer in the display while working on the rgb ****tion of the
image 
>> .
>> Put the mouse over the alpha layer and ctrl-Lclick.  This toggles
display
>> with alpha off and on (when its off there is a red box around the alpha
>> layer).  Whats even more cool is that you can do alt- Lclick and this
>> toggles editing the alpha layer off and on (the grayscale of the alpha
>> becomes the active image when there is a green line around it!  Very
Very
>> useful.  Are you making game textures?
>> Lyle
>
> Yes, I will be making textures for games as well as other 3d art, also
> your method worked on layer masks and not the alpha channel, making it
> unsuitable for multiple layers with layer masks but I can still use it
> and you have my thanks.
>
> This next part is to better outline my problem and way I solved it
> with your help but first, the only problem I can see with your method.
>
> For example, if I were to make paint in a new layer on some tiles that
> had the bump map in a layer mask or alpha channel I would use a layer
> mask for the paints transparency, and GIMP will alter the alpha
> channel to include the data of this new layer mask and add a big white
> area to the alpha channel equalling maximum height on the bump map.
>
> To avoid this I had to store the bump map in a fifth channel to edit
> it directly and/or apply it as a layer mask after merging all visible
> layers to edit it using your method in order to transfer the data to
> the alpha channel.
>
> Hopefully an easier method is found or if the ability to view and edit
> all channels directly is added in a future version of GIMP.

I agree, it is certainly problematic to get in and out of each layer's
alpha 
channel.  I don't think that there is any way around this: you must save 
multiple textures to get all the channels you want for a complex material
as 
GIMP doesn't make materials and has a limit (as far as i know) of 4 
channels.

FWIW one of the nice new features of the Unreal Tournament 3 game editor
is 
that you no longer have to use alpha layers for specularity masks etc., 
now 
you can use any layer of any texture although even here I believe that you

can't use materials within materials and each component texture can only 
have 4 channels.
 




 4 Posts in Topic:
Using Alpha for non-transparent images
Snake-Arsenic <snakear  2008-07-18 21:27:50 
Re: Using Alpha for non-transparent images
"Walsh Family"   2008-07-19 10:22:58 
Re: Using Alpha for non-transparent images
Snake-Arsenic <snakear  2008-07-19 21:29:51 
Re: Using Alpha for non-transparent images
"Walsh Family"   2008-07-23 21:45:38 

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tan12V112 Thu Dec 4 17:19:57 CST 2008.