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Levethian wrote:
Thanks Interkama, hopefully we'll get through them. Thank goodness for your texture viewer, really.
StoneFrog wrote:
Maybe you're supposed to define the window with an alpha channel?
Aahh.. (penny drops).
luciusDXL wrote:
All values below are for the alpha channel.
For solid exterior textures, the window should have an alpha of 255, normal opaque parts should have an alpha of 128.
For flats, 255 = full bright, 128 = opaque, 0 = transparent. 1-127 => partially transparent/translucent. 129-254 => partially self-illuminated.
Interior textures may also have multiple levels of self-illumination (129-255).
Does that help at all?
That makes perfect sense, as soon as I work out how to assign values for the alpha channel
klasodeth wrote:
That fact that you are unsure about your alpha channel means it's a safe bet you didn't create one in the first place. It looks like you're using PhotoShop, which allows you to create additional channels for your image. At the bottom of the Channels window, there's a button you can click to create a new channel, which by default is created as Alpha 1.
How does this look? I still can't see where to apply the 0-255 alpha value. I can make alpha 1 white (RGB all 255)...

VinWij wrote:
Those new textures look absolutely great. Especially because they retain the daggerfall-feel...
Could anyone indicate how many textures are present in daggerfall?
Levethian wrote:
VinWij wrote:
Could anyone indicate how many textures are present in daggerfall?
I prefer not to think about it!

There are 510 texture files, it appears they each contain between 4-110 flats, textures or gifs - and I'd think most need a going-over.
So at least hundreds of textures, perhaps thousands - someone else may know with more certainty. Many are repeated variants on a theme (some with snow & without, with cracking & without etc), so hopefully will benefit from cannibalism and copy/pasting

luciusDXL wrote:
You almost have it. The windows should be full white in the alpha channel and everything else should be middle grey (128). 255 = full white, 128 = middle grey, 0 = black. Sorry this is so confusing.

klasodeth wrote:
Levethian wrote:
...How does this look? I still can't see where to apply the 0-255 alpha value. I can make alpha 1 white (RGB all 255)...
The alpha channel is nothing more than a gray-scale image. The alpha values are just shades of gray painted into your alpha channel. As per lucius' color requirements, to get middle gray, just go to the color picker and set all three RGB values to 128. To get white, set all three RGB values to 255. For black, set all three RGB values to 0.
A quicker way to choose various levels of gray (at the cost of some precision) is to use HSB instead of RGB. In the color picker, you'll see the Hue, Saturation, and Brightness values right above the RGB values. For HSB, just make sure that Hue (H) and Saturation (S) are set at 0. Then for Brightness (B) you can just type in percentage values. It's a slightly quicker way to get certain shades, as black is 0%, middle gray is 50%, and white is 100%.
Edit: I apologize for going into what is probably too much detail about the color picker. Based on the work you've already done you're probably quite familiar with how it works but I decided not to assume anything.
Levethian wrote:
luciusDXL wrote:
You almost have it. The windows should be full white in the alpha channel and everything else should be middle grey (128). 255 = full white, 128 = middle grey, 0 = black. Sorry this is so confusing.

I think I've (finally) got it. I'll upload a screenshot to make certain once I get it amended
klasodeth wrote:
I decided not to assume anything.
It's the best approach

- I understand it now.
Thanks for guiding me through this!
Ghost Line wrote:
You're doing great job, pal ^^ I think I join for the ground textures, in a near future

Levethian wrote:
Hope this is it - there are 2 layers, background black, alpha layer has been set completely transparent but at 128/255 values specified. Am I there yet?
And this gets saved as a 32-bit TGA, I think?

klasodeth wrote:
Color-wise, your alpha channel looks like it's exactly what you need. What do you mean when you say your alpha layer has been set completely transparent? There should be no need for something like that with the alpha channel. Under normal circumstances, having the RGB channels selected will show the normal image. Clicking any individual color channel or the alpha channel should display a gray-scale image representing the intensity of any pixel associated with that channel. If you click the RGB channel,then hold down [SHIFT] while clicking on the alpha channel, you should see your image, but with a reddish overlay that represents your alpha channel.
If you click on your alpha channel, then click on the square to the left of the RGB channels to turn on visibility, you'll get the same reddish overlay, except that you'll be able to paint in your alpha channel without affecting the RGB layers. Even though it will appear as shades of translucent red, you'll still actually be working in gray-scale. If you turn off the visibility on the RGB channels, your alpha channel will instantly revert to its normal gray-scale appearance. When done working with the alpha channel, you can select your RGB channels and turn off visibility if needed in order to see your image as normal.
And yes, you'll want to save it out as a 32-bit image.
Chef Boyardee wrote:
Hey, I just wanted to say I think these textures look great and I can't wait to see them in-game. Great work guys.