Can you please check something for me, in that pic those two tables can you export the specs as a dds and open them in photshop ans see if you get the same as me The one on the left with the table cloth has an alpha layer The wooden one on the right has not got one.
Then with the table cloth one, black out both the alpha and the top layer, save it close it off then re open it in photoshop and see if its keeping the alpha layer, its disappearing for me.
It does not seem to affect anything weather it saves with the alpha or not. For some reason if you make it one shade off black it keeps the alpha (just dont seem to like to do it when its black) it looks exactly the same in the game as the one without the alpha. Must just be a photoshop thing.
It's doing the same thing for me on Photoshop CC. I'm guessing it could be because the alpha controls the strength of the specular effects. A totally black alpha would indicate zero effect, rendering the alpha layer redundant/not necessary? So maybe the game reads a spec with no alpha (no specular effect) and one with a level 1 shade of black (almost no specular effect) as the same appearance in game. (Just speculation on my part.)
Although that doesn't explain why the other table doesn't have an alpha channel at all... odd.
Last Edit: Sept 14, 2017 20:33:32 GMT -5 by kitkat
Post by menaceman44 on Sept 15, 2017 12:13:40 GMT -5
If you want the object to have a fully black alpha channel, could you not just put a teeny, tiny white or dark grey dot on the texture in an area that is not mapped to the object? That should stop Photoshop clearing the alpha. It's a workaround I remember seeing from my days of creating for TS3.
Post by inabadromance on Sept 15, 2017 15:55:21 GMT -5
If the texture has a full black alpha then upon import it just gets rid of it.. like when doing a matte specular. When you export it, you only get the main black with no alpha.
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