john_doe 12 Posted April 28, 2016 Hi guys! I've been fiddling around with creating a texture for glass windows in ArmA 3. Now i've come to the point where i know i need a .tga with transparency and convert it to a DXT5 .paa file... But somehow my paa file changes to ARGB1555 and in-game its a solid kind of blue color.. (so not see-through) My texture is just a simple brown color RGBA(112,78,0,143). Here is my rvmat: http://pastebin.com/WMUmUVbE (i have done some research on the rvmat, but most of it is kinda out of my league because i dont know alot about color management and stuff like that, so it may look like a mess...) Does anyone know why this happens? ~ JohnDoe Share this post Link to post Share on other sites
john_doe 12 Posted April 28, 2016 Btw i'm not able to edit arma's paa used by the Arma 3 samples.. Share this post Link to post Share on other sites
Jackal326 1182 Posted April 28, 2016 Use the correct texture naming convention and give it a _ca.tga extension before you attempt to convert it to a _ca.paa e.g. mytexture_ca.tga ---> mytexture_ca.paa Share this post Link to post Share on other sites
john_doe 12 Posted April 28, 2016 Use the correct texture naming convention and give it a _ca.tga extension before you attempt to convert it to a _ca.paa e.g. mytexture_ca.tga ---> mytexture_ca.paa Thats what i have right now... Here are my paa and tga: https://we.tl/BFGVCWhxG8 Share this post Link to post Share on other sites
PuFu 4600 Posted April 28, 2016 Alpha cannot be 143..colors don't work in RGB color format https://community.bistudio.com/wiki/Procedural_Textures Share this post Link to post Share on other sites
Artenis 7 Posted April 28, 2016 First resize your texture to get a *2 format (256*256, 512*512, 1024*1024 and so on). Then you need to have an alpha channel in your .tga, which is a greyscale layer where all parts of your texture that are colored in black will be 100% transparent and those in white will be 100% visible. All the values between full black and full white (aka grey values) will define the visibility strengh of these parts. You can also export your texture in the .png format without compression and with transparency, and then TexView2 will detect the alpha channel. Share this post Link to post Share on other sites
john_doe 12 Posted April 28, 2016 Alpha cannot be 143..colors don't work in RGB color format https://community.bistudio.com/wiki/Procedural_Textures So how can i make my glass window see-through? Share this post Link to post Share on other sites
john_doe 12 Posted April 28, 2016 First resize your texture to get a *2 format (256*256, 512*512, 1024*1024 and so on). Then you need to have an alpha channel in your .tga, which is a greyscale layer where all parts of your texture that are colored in black will be 100% transparent and those in white will be 100% visible. All the values between full black and full white (aka grey values) will define the visibility strengh of these parts. Ah thanks! I think i know how to fix it now :) You can also export your texture in the .png format without compression and with transparency, and then TexView2 will detect the alpha channel. This didn't work.. But i think that is because my image size wasn't *2.. Share this post Link to post Share on other sites
john_doe 12 Posted April 28, 2016 Thanks guys i fixed it! Share this post Link to post Share on other sites
PuFu 4600 Posted April 28, 2016 you can have procedural colored transparent windows BUT there needs to be a CA texture in the p3d to activate transparency. Share this post Link to post Share on other sites