Quick Question

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which graphics file formats save an alpha channel?

when i save the layered pics from PSPro8 in dds format, it alerts me that the layers will be merged...

... is that what it's supposed to be doing? i thought in order to save an alpha channel it would merge the layers...

--Mike

png

EDIT:
http://www.w3.org/Graphics/PNG/inline-alpha.html

BMP, TGA, DDS, PNG spring to mind.

No idea how merge layers might or might not relate to this since I don't use PSP8. The vast majority of formats don't save layers, regardless of Alpha so I rather think that's a red herring.

thx guys... mind fading fast... i needed a mask layer instead of just another raster layer for the multiple layer saves...

don't get old... whatever you do...

thx again

--Mike

I prefer png for Blitz - especially for texturing. Not sure why - I just think the png format is cute and I just like it.

You might get confusing messages from PSP8 with PNG's. I use PSP7 here and it warns you that format restrictions mean you can't save an alpha channel with PNG's... but it does save the opacity information for each pixel and you can use *that* to recreate the alpha channel when you reload the image. I think it's just a matter of semantics :/

The advanced settings on the SAVE AS tab in PSP8 / 9 open feeble minded wizards that attempt to assist you with layer transparency... Stick with MAGENTA fill after you create it on MEDIUM GREY or MEDIUM DARK GREY... no little white pots then...

.DDS have everything you'll ever want, you just need to use the correct version for the job:

R8G8B8: (24 bits per pixel, R:8, G:8, B:8)
R5G6B5: (16 bits per pixel, R:5, G:6, B:5)
A8R8G8B8: (32 bits per pixel, A:8, R:8, G:8, B:8)
A8B8G8R8: (32 bits per pixel, A:8, B:8, G:8, R:8)
X8R8G8B8: (32 bits per pixel, A:x, R:8, G:8, B:8)
X8B8G8R8: (32 bits per pixel, A:x, B:8, G:8, R:8)
A1R5G5B5: (16 bits per pixel, A:1, R:5, G:5, B:5)
X1R5G5B5: (16 bits per pixel, A:x, R:5, G:5, B:5)
L8: (8 bits per pixel, luminance:8)
A8L8: (16 bits per pixel, A:8, L:8)

DXT1: (compressed, 1-bit alpha)
DXT2: (compressed, 4-bit premultiplied alpha)
DXT3: (compressed, 4-bit nonpremultiplied alpha)
DXT4: (compressed, interpolated premultiplied alpha)
DXT5: (compressed, interpolated nonpremultiplied alpha)

Usually DXT1 & 3 are most used from the compressed ones.

32 bit PNG is widely supported.

I like png, saves alpha and compresses well.