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<blockquote data-quote="Dragonskull" data-source="post: 123508" data-attributes="member: 6206"><p>Alphaing is simple, in .blp skins there is a channel called 'Alpha 1', which uses black and white to determine alpha. When you convert to .tga, you will keep the layer. I don't know what happens with .jpg (but I think it goes away) and .bmp is just crap. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue :p" loading="lazy" data-shortname=":p" /> </p><p>What you do; when you want to, say alpha out a sword, you select the sword with a selecting tool, and change channel into 'Alpha 1', then you turn the part you want to remove black. And check what happens in the viewer - either, nothing happens, it changes into teamcolor, or it gets removed. This can only be determined by the modeller, who sets what kind of mesh it shall be. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>A little messy, but it should be a fair enough explanation.</p></blockquote><p></p>
[QUOTE="Dragonskull, post: 123508, member: 6206"] Alphaing is simple, in .blp skins there is a channel called 'Alpha 1', which uses black and white to determine alpha. When you convert to .tga, you will keep the layer. I don't know what happens with .jpg (but I think it goes away) and .bmp is just crap. :P What you do; when you want to, say alpha out a sword, you select the sword with a selecting tool, and change channel into 'Alpha 1', then you turn the part you want to remove black. And check what happens in the viewer - either, nothing happens, it changes into teamcolor, or it gets removed. This can only be determined by the modeller, who sets what kind of mesh it shall be. :P A little messy, but it should be a fair enough explanation. [/QUOTE]
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