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Posted: Tue May 16, 2006 15:25
by Nash
The dumb thing about Photoshop is that it can't saved paletted alpha PNGs. :/

So I am forced to use 24-bit PNGs for any graphics that have alpha transparency.

Posted: Tue May 16, 2006 15:48
by Graf Zahl
If you don't really use more than 256 colors (same colors with different alpha count multiple times!) you might try pngquant to convert it to 8 bit. It seems to be the only tool capable of this conversion. :(

Posted: Tue May 16, 2006 16:29
by Nash
Unfortunately pngquant does a bad job at converting my graphic (as stated in the thread Sir_Alien linked to in the previous page). :/

Posted: Tue May 16, 2006 16:45
by Graf Zahl
Then you have more than 256 colors and converting the picture wouldn't help anyway.

Posted: Tue May 16, 2006 17:52
by DaniJ
The dumb thing about Photoshop is that it can't saved paletted alpha PNGs. :/
Yes it's only real limit. Though considering how infrequently a png with paletted alpha is used it's understandable.

The best bet is to get the dx texture plugin for PS and save to one of those then covert it to png using pngquant (or so I've been told by a work colegue).

Posted: Wed May 17, 2006 0:53
by kinkyfriend85
Nash wrote:Dude, chill out.

I don't know why can't you get it to work.

I don't want to sound like I'm trying to teach a n00b but here are my steps:

A) Work on the image using my PSD master file (it has layer information, layer transparencies etc).

B) Once I'm ready to finalize the graphic, I prepare it by hiding unwanted layers. I even hide the background layer in Photoshop so all I get is true transparency.

C) Save As -> PNG file

D) Import into XWE (using "Load as raw data" command).

The result:

Works for me(tm).

[spoiler]Image
Image[/spoiler]
(WARNING NUDITY)

See? No coding or scripting or shitty command lines needed.

MAKE SURE YOU ARE USING THE LATEST XWE BETA. http://www.doomworld.com/xwe/

Maybe you should try teaching somebody else, I may be a bit nooby at some doom features but if you call me noob at imaging, perhaps we should have a duel! Because I am not NOOB at imaging and image settings etc.

I don't want to have my graphics inside a wad because it's kinda irritating needing to redo things sometimes just because you make an update to a series of images or want to delete one. And it goes faster to make the project when its outside, (takes ages to load in hi res textures onto wads.)
I dunno if your stuff works when there are images outside, but I am so tired about all those different ways of doing such a simple thing.
And my pngs are saved with transparency. (To all who say psp is weird, LEARN IT. :P ) And I think I am using the latest XWE beta because the older version didnt like hi res (gave me black lines all the times)

Oh and yes tbh, I never knew how to get hi res sprites working inside the wad, probably could learn it fast now, but I prefer the way it is now and I guess I will have to stick without partial transparency.

Posted: Mon May 22, 2006 13:57
by kinkyfriend85
The question still remains, When will Gzdoom fully support transprency in textures outside the wad without having to do anything extra? And I think you are thinking more about tga which has alpha channels, pngs dont need any setting to be saved with it. Oh and why don't you people try psp a little more to realize it does support pngs fully :D