It depends on what versions you use.
PSP 8 has the same problems creating TGA's as unpatched PS 7 does.

I have no idea about PS 8 however.


-omega
http://www.frontline2.com


> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Michael Shimmins
> Sent: November 25, 2003 6:27 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Question about tga vgui images
>
> VGUI TGA images are no like HUD Sprites.  They do not draw one colour
> transparent by default.
>
> Translucency is controlled by an alpha map in the image.  Black is
> transparent (or white?) and white is opaque (or transparent?) and the
in
> between is a gradient difference of the two.
>
> You need to use a 32bit TGA file format, the first 24bits are the
colour,
> the next 8bits are the alpha map.
>
> Photoshop has some problems with alpha from memory, Paint Shop Pro
works
> like a charm.
>
> Hope this help.
>
> Michael Shimmins
> Sesechial Software
>
> Phone: +613 9504 3665
> Fax:     +613 9504 3488
> Mobile: 0407 643 414
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> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of tei
> Sent: Tuesday, 25 November 2003 8:00 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Question about tga vgui images
>
>
> 0,0,1 is also black for human eyes
>
> Kyle wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > In regards to these functions relating to the vgui:
> >
> >
> >
> > LoadTGAForRes(
> >
> > setImage(
> >
> >
> >
> > Is there any way to load a TGA file and draw it without a
transparent
> blit
> > of the RGB (0,0,0)
> >
> > In other words I want to draw black.
> >
> > --
> >
> >
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>
>
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