And now, let's use the Alpha Mask plugin to import as the Mask File the image metal_box.PNG. This will prepare the texture for the mask file to be imported and implemented. Before importing the mask file, since it will contain all information we need and since what this effect does is to mix what you have already in screen with the alpha content of that mask file, we should first do one important step: use the previous adjustment "Alpha Transform" again and this time set the upper value up to 100 until you see the whole texture transparent. PNG version of the metal_box.VTF texture (export it from VTFEdit but to. PNG file, which can store the transparency pixels (this effect cannot read. So we should have this mask file already prepared in advance. Mainly, it is good for defining in advance an alpha channel and then import it via this effect by browsing a previously saved Mask File. This effect is really powerful once you know how to use it. (It looks like the first time we used the "Alpha Transform" adjustment, right?) Once you open your texture, go to "Effects > Alpha Mask" (it must be right there, not inside any effects category). (In order to save your texture properly in VTF format including the alpha channel, read below. Well, this is the closest you'll get by using this method :p As you move the upper level value to the right, you can check how the texture starts to disappear a bit more little by little the blue circle remains though a bit more until more or less a value of around 70 let's set it to for example 50. So we can tweak the default values a bit to get something closer to VALVe's alpha channel: If you try this version for instance into Portal2, you'll see how the cube model will be much brighter than usual, but since it has the parameter selfillum 1, not just that, you'll see it way too spotted and weird. As you can see, not only the circle is watchable, but also many other parts on the texture. Now simply go to your "Adjustments" menu and click on "Alpha Transform" Open your texture (metal_box.JPG I mean) into Paint.Net. FIRST METHOD: "Alpha Transform" adjustment. VMT file for that texture has the parameter "selfillum" "1" in.ġ. The shader UnlitGeneric is the one declared into the. This will make that circle to glow in dark in-game, BUT ONLY IF:ġ. You can also check how the black parts completely disappear in the alpha channel (unless we invert it ). You can see how the rest of the texture seems transparent, while this circle is still noticeable. Well, this is what we see in the alpha channel:įrom that image we can know what has been decided to be spotted on the cube model. Mask" you can turn the view between the "whole" texture or the alpha channel alone. Indeed I've discovered a few terrible bugs that PS has, like some "ghost images" that may appear when working on transparent backgrounds. OK, so I'll let you know a couple of ways to have an alpha channel on your texture using Paint.Net.įirst off I must say that I am aware that Photoshop is by far a better program, and when it comes to the alpha channel creation is really easy and straight forward, but I still prefer working with Paint.Net myself. I decided to turn a pm to JoeyGuy917 into a public post in the case that someone needs help with the alpha channel and is working already on (or would like to give it a try to) Paint.Net. Quote from josepezdj on May 12, 2014, 9:26 am
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