I have an object used in game that I used to use a .png alpha map as a texture.
To reduce filesize I began switching to a 2-map process with dual .jpg's. The first .jpg was the color map, a second .jpg was the alpha layer.
Now when I use the GIMP to transfer the greyscaled alpha map as a layer mask the "dual" images looks identical to the original one.
However when I use the following code to create the dual textures on the object it becomes far more transparent than the original .png version:
Now I'm wondering if there is some way Blitz handles this that causes a difference in a .png loaded texture (with existing alpha layer) and loading two textures (one color, other alpha) and applying them to the same mesh.
Just as a side note the color map used in this "dual" texturing process is simply the existing RGB layers of the png map with Alpha at 100%. So it isn't a problem of trying to artificially remove the alpha by having a background color like black or white.
Thanks for reading my inquiry, and I hope that anyone who knows can spare a moment to help me out.
Thanks,
Scott
To reduce filesize I began switching to a 2-map process with dual .jpg's. The first .jpg was the color map, a second .jpg was the alpha layer.
Now when I use the GIMP to transfer the greyscaled alpha map as a layer mask the "dual" images looks identical to the original one.
However when I use the following code to create the dual textures on the object it becomes far more transparent than the original .png version:
Brush = LoadBrush("media/Visuals/Obstacles/WarpGate.jpg", 1) PaintEntity Globals\WarpGate, Brush EntityTexture Globals\WarpGate, LoadTexture("media/Visuals/Obstacles/WarpGate_alpha.jpg", 2), 0, 1
Now I'm wondering if there is some way Blitz handles this that causes a difference in a .png loaded texture (with existing alpha layer) and loading two textures (one color, other alpha) and applying them to the same mesh.
Just as a side note the color map used in this "dual" texturing process is simply the existing RGB layers of the png map with Alpha at 100%. So it isn't a problem of trying to artificially remove the alpha by having a background color like black or white.
Thanks for reading my inquiry, and I hope that anyone who knows can spare a moment to help me out.
Thanks,
Scott