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Author Topic: Alpha Channels in PSP8  (Read 818 times)

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Offline The-Architect

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Alpha Channels in PSP8
« on: 31 May 2004, 11:57:22 »
Is there a dummy tutorial out there on how to make an overview pic?
I've tried to use the PSP8 tutorial but I can't understand it.
Maybe someone who knows how to do it could write a good tute. It certainly would make a good addition to the Ed depot.
Cheers.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline rhysduk

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Re:Alpha Channels in PSP8
« Reply #1 on: 31 May 2004, 20:22:46 »
All the picture has to be a factor / multiple (cant remember) of 2.

Eg:- 256x256
       1024x256

Etc Etc

and be in JPG or PAA format..

Rhys

This can be done in paint :)
« Last Edit: 31 May 2004, 20:23:14 by rhysduk »
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Offline The-Architect

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Re:Alpha Channels in PSP8
« Reply #2 on: 02 Jun 2004, 18:19:18 »
I don't think you understood what I was trying to do.
I can make overview pics but I want to create the BIS style ones with shadow. I have to use an alpha Channel I believe. However I don't know how to.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline h-

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Re:Alpha Channels in PSP8
« Reply #3 on: 02 Jun 2004, 18:40:56 »
- Grab a tool called TexView (I think it's here at OFPEC, if not, it can be found in the BIS OFP site...)
- UnPbo a BIS mission
- There you will find nameOfPic.paa
- Open TexView, drag the nameOfPic.paa into the TexView and save it as .tga (you need to 'rename' the extension yourself, there's no automatic option for that), so it's now called nameOfPic.tga
- open the nameOfPic.tga in PSP
- There you can even check the under the channels tab so you can see the alpha channel yourself...
- open also the pic you have made and copy/paste it over the nameOfPic.tga, resize to fit inside the frames of the orig. picture, flatten and save.
- Then out of PSP, open TexView again, drag that new nameOfPic.tga into the TexView, select 'generate' under MipMap, then save the nameOfPic.tga as nameOfPic.paa, and voila, you have a BIS style pic

I hope I didn't forget anything...

Of course you can have your own name for the pic, I just used the same 'name' in that 'mini-tut' to avoid confusion...

And as usual, no guarantees granted :P
« Last Edit: 02 Jun 2004, 18:42:46 by HateR_Kint »
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Offline The-Architect

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Re:Alpha Channels in PSP8
« Reply #4 on: 03 Jun 2004, 16:13:56 »
I tried your idea and though it seems a sound one, I've run into problems. I have done the first steps up until generating the modified pic in Texview.

Here's the problem.
When I save the image as a .Tga in PSP8, it seems that Texview doesn't recognise it. I try to open it and generate it in Texview but get nothing on the screen. When I try to save the invisible image, Texview encounters an error and closes.

Any ideas?  ???
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Tomb

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Re:Alpha Channels in PSP8
« Reply #5 on: 03 Jun 2004, 16:43:46 »
do ya load the pic as "load from alpha channel" when ya load the pic in PSP  ???

the following should work :


  • take an already made pic from some downloaded mission

make it a .TGA using TexView

launch PSP and load the image file.

then hit "select all" in selections

now, "locate the LOAD menu in "selections" and load FROM ALPHA CHANNEL

with all selected, hit copy (CTRL+C) and then paste it as a NEW LAYER

edit the pic and save the alpha channel, then save as...

Now, Texview should be able to recognize the image file...
thats all there is to it, as far as I can remember  :-* :)
[/list]

(wow, I blew up my list... )  ::) ;D
« Last Edit: 03 Jun 2004, 16:54:21 by Tomb »

Offline The-Architect

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Re:Alpha Channels in PSP8
« Reply #6 on: 03 Jun 2004, 17:03:32 »
Didn't work.   :(
I can follow all the instructions and save the final image as a .Tga. However Texview doesn't seem to let me load the .Tga. I just get an empty black box. When I save Texview crashes.

Do I need to have a certain bit level or summit?
« Last Edit: 03 Jun 2004, 17:04:35 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline h-

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Re:Alpha Channels in PSP8
« Reply #7 on: 03 Jun 2004, 17:29:40 »
The tga needs to be 32 bits/pixel...

Sounds weird that problem of yours...
I've done all my brief. pics like I told above since... well.. forever...

Never needed any 'load from alpha channel' stuff...
Altough, I use PSP6 (yes, still...) but anyhoo...
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Offline The-Architect

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Re:Alpha Channels in PSP8
« Reply #8 on: 03 Jun 2004, 18:04:36 »
PSP8 won't save as 32bit.  :(
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Tomb

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Re:Alpha Channels in PSP8
« Reply #9 on: 03 Jun 2004, 23:15:38 »
 :o :wow: sheez, yer really screwed now ain'cha buddy!  ??? ;D

bah! screw it & make the crap as a JPEG file, use MS PAINT instead,
like that other d00d said up there...

 :) jpg's are ok  :-* then ya dont need TexView at all (OFP recons jpg files)

Offline rhysduk

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Re:Alpha Channels in PSP8
« Reply #10 on: 03 Jun 2004, 23:17:08 »
Who you calling d00d ? :D
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Offline h-

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Re:Alpha Channels in PSP8
« Reply #11 on: 04 Jun 2004, 08:19:07 »
PSP8 won't save as 32bit.  :(
???
I have a bit of trouble believing that  :-\

Have you checked if it saves in 32 bits by default?
Does it give you a list of choices on bits when saving as Targa?
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Offline Planck

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Re:Alpha Channels in PSP8
« Reply #12 on: 04 Jun 2004, 20:01:04 »
I use PSP 7.04.

When I save a .tga file it is always 24 bits + 8bits for the alpha channel.........which makes it 32 bits.

 ;D

edit...Make sure you save your .tga as 'Uncompressed'


Planck
« Last Edit: 04 Jun 2004, 20:02:47 by Planck »
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