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Hi there,
I am making a skin for Counter Strike 2. The game shader supports the use of the alpha channel on the base color texture to dictate wear. Usually I use Photoshop to Add a Alpha channel but was wondering whether I can just export the Opacity Input Mesh into the Alpha Channel of my Base Color in TGA format.
I tried to do that but I dont think its working as when I open up the exported TGA in Photshop the Alpha Channel isnt already added.
Sorry im still new to this so any help would be appreciated.
Hello @Savvas31433608adzo,
Thanks for the question.
Yes, it's possible to add the Opacity map in the Alpha channel of the Base Color, even with a TGA format. For specific needs, I usually advise to build your own Output Template.
From there, you should be able to easily create the proper textures.
Regards,
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Hello @Savvas31433608adzo,
Thanks for the question.
Yes, it's possible to add the Opacity map in the Alpha channel of the Base Color, even with a TGA format. For specific needs, I usually advise to build your own Output Template.
From there, you should be able to easily create the proper textures.
Regards,
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When I drag&drop opacity channel in the A slot, I can't get Alpha channel in the exported image. But if I choose grey channel, I can get the Alpha channel.
But the problem is the exported Alpha channel is slightly brighter, as if it's gamma corrected. Can you help me out with it?
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Hello @Savvas31433608adzo,
Thanks for the question.
Yes, it's possible to add the Opacity map in the Alpha channel of the Base Color, even with a TGA format. For specific needs, I usually advise to build your own Output Template.
From there, you should be able to easily create the proper textures.
Regards,
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Thank you so much that works like a charm.
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Hi, I don't end up getting the A channel in the exported image, although I followed your instruction exactly.