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Hello,
I’m developing a tile based game, I have basic ground tiles, and above these tiles can be objects. My game engine supports objects with an alpha channel, where the alpha channel is used for transparency: alphachannel 0 = completely invisible pixel
alphachannel 255 = opaque pixel
alphachannel between 0 and 255 means the object and the background tile below that are blended, like semi-transparency.
This is useful to give the objects soft edges, and for
semi-transparant fire, ghosts, and other nice looking effects.
This all works very nice in the C++ code of the game, but the problem is of course that I also need to make images that have such an alpha channel, and be able to make those images in an intuitive way!
I’d like to be able to do the following:
-make images of 48*48 pixels with 4 channels: Red, Green, Blue and Alpha.
-when making these images, the Erasor tool should make the alpha channel more and more invisible, the same way as it does with layers. -save this image in a file format that can be read by my game and supports these 4 channels (*.raw, *.tga are fine to me, I prefer *.raw).
But here’s my problem! If I make a new image in photoshop with a single background layer, and doubleclick on the layer, it becomes a real layer and the background is transparent. If I then use the erasor tool, I see the grey/white block pattern appear. This is how I’d like to edit an image with alpha channel, but whenever I save this to tga or raw with the "alpha channel" setting enabled, it does NOT use the alpha channel of that layer but just a black one! 🙁
If on the other hand I go to the "channels" tab and make a new channel, then it can be saved, but it’s very unintuitive to use that channel, because you can only edit it while the colors are invisible, etc…
Is there a way to do what I’d like to do with photoshop, or with another program?
Thanks!
I’m developing a tile based game, I have basic ground tiles, and above these tiles can be objects. My game engine supports objects with an alpha channel, where the alpha channel is used for transparency: alphachannel 0 = completely invisible pixel
alphachannel 255 = opaque pixel
alphachannel between 0 and 255 means the object and the background tile below that are blended, like semi-transparency.
This is useful to give the objects soft edges, and for
semi-transparant fire, ghosts, and other nice looking effects.
This all works very nice in the C++ code of the game, but the problem is of course that I also need to make images that have such an alpha channel, and be able to make those images in an intuitive way!
I’d like to be able to do the following:
-make images of 48*48 pixels with 4 channels: Red, Green, Blue and Alpha.
-when making these images, the Erasor tool should make the alpha channel more and more invisible, the same way as it does with layers. -save this image in a file format that can be read by my game and supports these 4 channels (*.raw, *.tga are fine to me, I prefer *.raw).
But here’s my problem! If I make a new image in photoshop with a single background layer, and doubleclick on the layer, it becomes a real layer and the background is transparent. If I then use the erasor tool, I see the grey/white block pattern appear. This is how I’d like to edit an image with alpha channel, but whenever I save this to tga or raw with the "alpha channel" setting enabled, it does NOT use the alpha channel of that layer but just a black one! 🙁
If on the other hand I go to the "channels" tab and make a new channel, then it can be saved, but it’s very unintuitive to use that channel, because you can only edit it while the colors are invisible, etc…
Is there a way to do what I’d like to do with photoshop, or with another program?
Thanks!
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