Originally Posted by immortius
1. Make sure you capture the textures in .dds format.
(you may need this plugin for photoshop) 2.In photoshop, goto the channel view. You should see a Red, Green, Blue and Alpha channel. 3. The Alpha channel controls transparency, when it is black the texture is transparent. (Over R=100,G=100,B=100 the alpha layer controls shininess instead). The actual affect is probably dependant on the object, so results may vary. 4.When you save, make sure you have Explicit Alpha selected in the Nvidia dds options dialog that appears. |
Edit: Ok solved, had to change on "generating MIP(?) Maps".