[HELP]Changing Interface

08/21/2012 23:26 808Saga#1
Im working on the interface and im coming up on an issue with the tga files. Im using a transparent background but when I load input it and when I show up ingame its not transparent


anyone know how to get this to work ?


Currently trying to do the loading screen( changing the name)
08/21/2012 23:27 TeddyBear94#2
check dev section where u posted wrong <.<
08/21/2012 23:38 808Saga#3
I did, but you cant use a magic eraser on a transparent background.. unless you saying i should use a normal background and erase it.. ??

im just confused, because im already using a transparent background and all that magic eraser does it make the background transparent
08/21/2012 23:56 Linxis172#4
So im not sure if your making a new one or what but what you need to do is open up the SonovLogo.tga and then just use the eraser on everything. And then start making your own. For SonovLogo it helps if the background is black not transparent.

If your talking about logo when you log in, well its really the same thing, take your eraser and erases everything. Your not giving enough info, if its not transparent then whats happening to it?
08/22/2012 01:24 808Saga#5
Oh i mean the signin screen.. I got the logo screen done.. but the signin screen im having isses with it.... thats the reason Im trying to get it transparent.. I because right now its a transparent background but its showing up as a white one and it looks like crap with a huge white background over the floating island...
08/22/2012 05:37 TeddyBear94#6
well if u want to have like most server... they worked on the login_sky in the folder login and they replaced the login wld 3 with the wld file 2 ( the moon of ep 4) if that is done u can easy write on the login_sky and it will be shown rly nice only think u have to do then is to take care that it got the perfect position ;)
08/22/2012 06:16 Linxis172#7
Quote:
Originally Posted by TeddyBear94 View Post
well if u want to have like most server... they worked on the login_sky in the folder login and they replaced the login wld 3 with the wld file 2 ( the moon of ep 4) if that is done u can easy write on the login_sky and it will be shown rly nice only think u have to do then is to take care that it got the perfect position ;)
Not what he's talking about at all and not a solution to it.

What program are you using for your .tga?
08/22/2012 06:34 Klaries#8
From what it sounds like, I'm fairly sure the problem is that your logo's alpha channel is completely white or nonexistent.
In photoshop, open the Channels tab and turn off RGB/red/blue/green and turn on the channel that should be labeled Alpha 1. If it is completely white, that means that the entire canvas of the image is set to be visible, transparent background or not. (on a side note, if it were completely black that means the entire thing would be set to be transparent)
White on alpha = visible pixels
Black on alpha = transparent pixels

Assuming that the alpha is a completely white fill, the fix is pretty simple. First thing you'll want to do is fill the alpha channel with black. This will render the entire image transparent ingame.
If you have your logo on its own layer, all you need to do is right click on it in the layers pane and select "Select Pixels", which as it would suggest, selects all active pixels on the selected layer.
That being done, go back to "alpha 1" and fill in the selection with white - this will make only the selected portion of the image visible ingame. Save then re-import into the client, and, if I'm right, it should show up correctly.

That's only my guesstimate, it's totally possible the problem lies elsewhere but that is what it sounded like from what I was reading. If I'm wrong, please provide a screenshot and maybe the .tga files and I can take a closer look :)

*EDIT*
If it helps at all, here's a visual example of how ShaiyaX's login logo looked as both the canvas and the alpha:
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08/22/2012 07:48 808Saga#9
Thanks again Klar, right now Im making a alpha channel and selecting "Masked Areas" I the layer the image of the name into the area, but when i view it ingame the words are very very light.

Here is what Im talking about[Only registered and activated users can see links. Click Here To Register...]
08/22/2012 08:55 Klaries#10
This is probably a dumb question, but on the alpha channel, is the area you want to be visible in game solid white? It's kind of hard for me to assume what the problem is. I'm only guessing because looking at the logo I used on ShaiyaX, the completely opaque words are a very solid, vivid white whereas the drop-shadow fades out to a more grey looking color.

Can you provide printscreen screenshots of the alpha channel and actual image? I think I can better help if I can see exactly what I'm helping to fix.

*EDIT*
okay the ingame screenshot helps a bit. Can I still ask for an image showing the .tga and its alpha though? :P The layer/channel pane would also help.
08/22/2012 11:18 808Saga#11
So here is the image im using to test [Only registered and activated users can see links. Click Here To Register...]

Now when I create the Alpha1 Channel Im selecting " Masked Areas" right ?
Im selecting White as my color and 10% Optica...

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I know im doing something wrong because it dosnt look like that screen shots you presented....
08/22/2012 12:25 Klaries#12
Okay, I understand what you're trying to do here.
From what I can tell, it's not that your logo's colors are lighter than they're supposed to be, it's that the pixels are translucent (it looks more like glass than being "light" to me).
The thing about the alpha channel is that unless your intention is to make it semi-see-through (as it does in your first screenshot), you want it to be a solid white. Try using white at 100% opacity/fill (unless your 10% opacity is a typo of 100%?).

What I suspect is going on here is that the pixels are showing up in game as translucent instead of opaque and solid because your alpha channel contains varying shades of white and gray, instead of being solid white.
The alpha in this case only controls the level of transparency/opaqueness of the pixels. The shade of white (or grey...white doesn't exactly have multiple shades but whatever) does not need to match the shade of the colors used in the actual image. The alpha determines what parts of the image are visible, not the shade and hue of the colors.
Ideally, all it needs to be is a solid white, 100% opacity, in the shape of your logo. So I'd say try that.
08/22/2012 12:57 808Saga#13
I got it .... Thanks Klaries for walking me though this
08/22/2012 13:06 Klaries#14
Sorry, I realize the way I word things makes it sound strange. I'm not trying to confuse you. It's 5 in the morning and I'm at work so I'm not all here :P
Let me reiterate.

The logo itself can be anything you want. Any color you want. Any shape you want. You can do whatever you want with that.

The Alpha Channel needs to be a black background with a solid white form in the shape of the logo.
The alpha needs to be only black and white at 100% opacity/fill. Using shades of grey will result in translucent pixels.

The colors of your logo - like the actual logo, not its alpha - do not make any impact on the alpha channel, because all the alpha channel does is control what parts of your logo are visible and which are not. The alpha channel should look like a white silhouette or shadow of your logo: it has the same shape but you don't see the details between the outlines. It's just a "blob" in the same shape.

Does that make more sense?