I'm working in the GIMP; can anyone give me a hand here?

Moderator: Graf Zahl
As I said, the format itself is considered a FREAK within the industry so practically ALL commercial/big name graphics packages don't support it (other than the abomination that is FireWorks). That format was originally designed for web use only. Also, don't forget it was a brainchild of Macromedia and since they were bought out by Adobe over a year ago you can expect to never see support in PhotoShop. As such the format has been abandoned to the mists of time.What's the problem with this format? It is official PNG standard but yet I haven't found a single tool that can read it without destroying the alpha channel. Especially when the same tools are perfectly capable of reading 32 bit alpha PNGs!
DaniJ wrote: In the "real" world of modern game graphics, this is how it works:
If your engine supports DX texture formats - use them.
If you only need greyscale info (eg bump/spec map/alpha) - use RAW or if your engine supports it (and file size doesn't matter) - use 8bit PCX and convert to 1byte per pixel at runtime)
If you only need 8bit colour (no alpha) - use PCX
If you need alpha - use PNG32bit or TGA*
Otherwise, use PNG24bit.
PCX is still a useful format when you don't have DX around. I'm only reporting on what I've learned from taking apart other FPS games (Quake series, UT series, PainKiller, FarCry etc etc) and lots of research for jDRP. By trade I'm a web developer...What is it with the 'real' world that it tends to hold on to outdated formats. PCX is as obsolete as they come.