![]() I have tried many different combinations of Alpha layers, image layers, Alpha channels etc. Not using Mipmaps (but should I? If so, how?). I believe the best output should be using "Alpha Exponent (DXT5)" compression option but happy to be corrected on this. I have tried all possible DDS output combinations (compressions and formats) with no improvement. The image I have made exports perfectly to PNG, with black tyre marks on a transparent background, however when exporting to DDS format it outputs a completely black image. The file type must be DDS for best in-game performance (PNG is hardware intensive to render, DDS is not). I need only the rubber tyre markings to be visible on an otherwise transparent image so it blends into the base road texture underneath (hope this makes sense). I am trying to make a texture file (skidmarks on a road). PS: I can confirm this workflow works with GIMP 2.10.24 and GIMP 2.99.11 (dev version).I'm a new user of GIMP so apologies if I have missed something obvious. Therefore simply right-click on the layer mask and click on "Apply Layer Mask". If the exported texture does not have the alpha channel or you believe the result looks wrong, you can always apply the layer mask before exporting the texture. So pasting the created single-layer window texture and single-layer alpha texture into a new file/project and only do the merging of layers and masks there. Please note that you get the best results and avoid any issues beforehand if you work with separate files. It should have transparency according to the alpha you created before. To verify the exported texture is correct, you can just open the file with GIMP again.In the "Export as DDS" dialogue just set the compression to "BC3 / DXT5" and mipmaps to "Gnerate mipmaps". To export this layer as a dds texture with alpha, make sure it is selected and open the "Files" menu, select "Export As.", rename the file (don't miss to change the extension to ".dds") and select the location where you want to save it, and press "Export".This will basically paste the copied alpha texture to the mask of your window texture. ![]() Right-click on that or open the "Layer" menu and click on "Anchor Layer". Now paste the alpha texture from clipboard by either pressing CTRL + V or click "Paste" from the "Edit" menu. Select the window texture layer again and do a single left-click on the previously created mask preview (the small box should have a white frame now to show it's active).Now copy the texture to the clipboard with CTRL + C or click "Copy" from the "Edit" menu. ![]() Press CTRL + A or click "All" from the "Select" menu. You should see a little white box right next to the layer preview. Chose to initialize the mask with "White (full opacity)" option (tbh, it doesn't really matter what you select here but let's keep it simple).
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