"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.


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