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Custom number textures

Unread postPosted: Tue Jan 15, 2013 11:00 pm
by Grovestreetgman
I have recently run into an issue when trying to make custom cab-side numbers for a repaint. When I load up the engine in-game, the numbers have boxes around them (the background of the number). All default numbers, from what I can tell, don't have a visible alpha channel in DXTbmp or photoshop. I did try using one anyway, but when I turn the texture into a .TgPcDx file using RSBin (from .DDS created using DXTbmp), it loses it's alpha channel, even if it was exported from DXTbmp using DXT3 compression.

Has anyone had this issue before? Am I simply not going about this the right way?

If anyone has any ideas or info, please let me know.

Re: Custom number textures

Unread postPosted: Sat Jan 26, 2013 11:45 pm
by amtrack505
Here look at this and see if it helps
i made these for the SD70Mac






Re: Custom number textures

Unread postPosted: Wed Jan 30, 2013 5:43 pm
by Grovestreetgman
Thank you very much for the info! The one key problem I was running into was that exporting .dds files from DXTbmp made the alpha channels disappear. I hadn't thought of a photoshop plugin. I'll give this a try later.

Thanks again !!*ok*!!