buzz456 wrote:I don't understand what you mean by the alpha channel not showing up. Where is it supposed to show up?
buzz456 wrote:What you confused me about was you said RSBinTool yet what you are showing in the DXTBmp. So the process is to open your bmp file with the DXTBmp then you need to import the alpha from wherever you stored it when you originally opened the dds file. Then you save it as a .dds in whatever compression your original was and then import into the RSBinTool and save it. Is that the procedure you are following? In other words when you open the bmp you need to import the alpha each time before saving it as dds.
hobo1960 wrote:Yep...exactly as you describe. Yet when I look at the texture afterwards (and later in the game), the texture does not include the alpha channel. And this is frustrating and has me stumped.
KBbuzz456 wrote:What you confused me about was you said RSBinTool yet what you are showing in the DXTBmp. So the process is to open your bmp file with the DXTBmp then you need to import the alpha from wherever you stored it when you originally opened the dds file. Then you save it as a .dds in whatever compression your original was and then import into the RSBinTool and save it. Is that the procedure you are following? In other words when you open the bmp you need to import the alpha each time before saving it as dds.
Return to Rolling-Stock Design
Users browsing this forum: No registered users and 1 guest