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AD_Dennis
PostPosted: Wed Jun 11, 2008 10:59 pm    Post subject: Missing Opacity Maps Reply with quote



Joined: 02 Apr 2008
Posts: 32

I am having a problem exporting my opacity maps using the TGEA exporter. At least I think I am... As a test I have a small 4x4 tile map with one texture. This texture covers about half of the map with a curved boundary. If I export the opacity map using the TGEA exporter it is completely white. If I export the opacity with the Large File Export the opacity has shades of gray matching the shape of the textured area. When I open the white map in PSP it shows zero colors.

Am I missing something or is it not working correctly? I've used this on some larger maps and it seemed to work ok then.
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ALicu
PostPosted: Thu Jun 12, 2008 6:32 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi, the torque exporter normalize the opacity maps (this is a requirement of the Torque). That means it adjusts the opacity map channels (each channel representing a layer) so their sum is 255. Because you are using only one layer you have this layer values normalized to 255 (completely white) so by summing it with the other missing 3 layers (all with zero values, that is complete black) it yields 255 for every pixel.

On the other hand the Large File Exporter doesn't normalize the result and leaves the channels as they are in Grome.

Photoshop shows complete transparency because PNG doesn't have an alpha channel, it is basically considered transparency channel (in the PNG standard). So because, in your case, it is black you don't see any pixels.

So I guess all the exporting cases are correct. You just need to know what and how you want to use the output. For Torque use the normalized output for other engines use the large file exporter.

Regards,
Adrian L.
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AD_Dennis
PostPosted: Thu Jun 12, 2008 10:48 pm    Post subject: Reply with quote



Joined: 02 Apr 2008
Posts: 32

Alicu, thanks for the explanation.
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