View Full Version : alpha ?
gigemaggs99
04-07-2010, 01:10 PM
How do I get the alpha to stay with my image?
I open a file,
example:
b200 left fus in DXTBmp and it shows the alpha window (top right) to be empty
So I create a new alpha.
I export the alpha to my desktop.
Open that desktop file in paint.net and color/edit it as necessary and re-save it to the desktop.
I then Import the new alpha to my texture that I'm editing (in this case the b200 left fus).
Now the new alpha shows up in the top right window in DXTBmp.
I then send the actual image to paint.net and edit it, paint it, add logos, text, etc...
I then save that file and go back to DXTBmp and "reload image after edit".
Now I have the edited image in the main window of DXTBmp and the correct alpha in the top right window of DXTBmp.
I save this file to my texture for the correct aircraft.
I close out all windows.
Then I go into FSX/simobjects/airplanes....to the b200 and open the texture file that I just finished editing in DXTBMP. It shows my edited texture but again the alpha window is empty.
How do I make the alpha stay with my image? Is it there and I just can't see it? :confused:
Thank you.
StringBean
04-07-2010, 01:39 PM
First off, do you have paint.net set up as your editor in DXTBmp?
If not, on the Prefs tab - select editor and navigate to paintdotnet.exe.
You are not managing the files correctly.
Open your bitmap in DXTBmp
Send image and/or alpha to editor.
If you have paint.net set up as your editor it will open automatically.
The RGB image will open in paint.net as norm.bmp, and the alpha will be trans.bmp.
Edit those files and save them.
This is important!!! Do not change their filenames or their location. Be careful your editor does not try to add "copy" to the filename.
Go back in to DXTBmp and refresh from editor, then save.
Post back here with your results.
peace,
the Bean
gigemaggs99
04-07-2010, 03:29 PM
First off, do you have paint.net set up as your editor in DXTBmp?
If not, on the Prefs tab - select editor and navigate to paintdotnet.exe.
You are not managing the files correctly.
Open your bitmap in DXTBmp
Send image and/or alpha to editor.
If you have paint.net set up as your editor it will open automatically.
The RGB image will open in paint.net as norm.bmp, and the alpha will be trans.bmp.
Edit those files and save them.
This is important!!! Do not change their filenames or their location. Be careful your editor does not try to add "copy" to the filename.
Go back in to DXTBmp and refresh from editor, then save.
Post back here with your results.
peace,
the Bean
Yes I have paint.net selected as my editor.
I just don't understand why when I put the alpha there is stays there until I save and close everything out. Then when I reopen the texture it doesn't list the alpha. :confused:
http://c1.ac-images.myspacecdn.com/images02/141/l_6bb7fd5034594195a3d1c9b1932185c8.jpg
http://c2.ac-images.myspacecdn.com/images02/129/l_33494c3f813846169b060ca5ee5a1efd.jpg
http://c2.ac-images.myspacecdn.com/images02/147/l_bf9b3aa9714c4aab9bbed7157abe80f5.jpg
http://c2.ac-images.myspacecdn.com/images02/146/l_02e7e08e146c4ebe98dea3b2ae9cf3a5.jpg
http://c2.ac-images.myspacecdn.com/images02/119/l_2fdd1981bd3343748e3934245720d989.jpg
http://c1.ac-images.myspacecdn.com/images02/121/l_66c76642a34e406aaa09355eecdadbd4.jpg
StringBean
04-07-2010, 10:51 PM
It's the way that DXTBmp works.
An extended bitmap has 4 channels Red, Green, Blue and alpha.
When you open an extended bitmap in DXTBmp it creates a temporary folder.
In XP it's in C:\Documents and Settings\username\Local Settings\Temp.
In that folder DXTBmp will create 2 files norm.bmp which is the RGB image and trans.bmp which is the alpha image. It will then open Paint.net with those files automatically when you "send to editor".
It looks like way you are working is to create/edit your alpha outside of that file structure.
Then you edit the norm.bmp in Paint.net.
The next step is where you're problem comes from.
When you "reload image after edit" DXTBmp reloads your norm.bmp which you have edited and the trans.bmp, which you have not edited.
That trans.bmp overwrites the alpha you have imported.
My advice is that you stop using import/export to work on your alpha.
Instead use send to editor/refresh from editor.
If you must use the files on your desktop then wait to import the alpha until after you have "reload image after edit".
All this is said under the assumption that you are saving your files as an extended bitmap format that supports alpha.
Hope this clears things up a bit.
peace,
the Bean
copperpen
04-08-2010, 01:16 PM
I have had a look at this one in FSX. The windows are actually in the windows texture file, no need to add them to the base texture. The windows in the sim are dark see-through, not clear/transparent. The windscreen panels have the oily rainbow effect commonly seen when looking at a car windscreen.
So, all you really need to do is send the main texture to your editor and paint it. Do not close DXTBmp, just minimise it. When you are done painting save it, not save as, then close the editor. Maximise DXTBmp and then Relaod after Edit. Your repaint should show and you can now export it in whatever form it was when you loaded it into DXTBmp.
gigemaggs99
04-08-2010, 11:39 PM
I have had a look at this one in FSX. The windows are actually in the windows texture file, no need to add them to the base texture. The windows in the sim are dark see-through, not clear/transparent. The windscreen panels have the oily rainbow effect commonly seen when looking at a car windscreen.
So, all you really need to do is send the main texture to your editor and paint it. Do not close DXTBmp, just minimise it. When you are done painting save it, not save as, then close the editor. Maximise DXTBmp and then Relaod after Edit. Your repaint should show and you can now export it in whatever form it was when you loaded it into DXTBmp.
...I feel like a huge Plane just flew over my head....:confused:
copperpen
04-09-2010, 04:32 AM
...I feel like a huge Plane just flew over my head....:confused:
Lets start again.
First First, open your texture file in DXTBmp. The title bar will include information that tells you what type of texture file it is. For instance, Left_fus.dds is a dds type, 32 bit, 1024x1024. This is what you will save it as after your editing.
Now using the menu ( Image ) use Send to Editor then mimimise DXTBmp.
Do your repaint work on the texture. When finished, use File/Save from the Paint.net menu. Close Paint.net.
Maximixe DXTBmp. Use the menu (Image), Reload after Edit. This will bring your repainted texture back into DXTBmp and re-unite it with the alpha channel. Using the menu (File) Save as/DDS it will automatically select the correct format, you can save your repainted texture.
You do not need to paint windows on your texture because they are on a different texture file
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.