basically, some file format support alpha channels, and some don't. bmp supports alpha channels.
If you open up your source textures in the SDK->Texture viewer, you can go to the view menu, and choose Alpha Channels. If you want to get 'faded' sections of your texture, then you can paint to your alpha channel a different opacity of black to white.
I already have a color key type transperency. magenta is compleatly transparent, but i want to use an alpha map so that i can make soft edges, and fades. ie Alpha, Red, Green, Blue where the alpha value controls how transparent each pixel is.
Alpha Maps with the Sprite class
Jupek
When drawing a sprite, you should use
spr.Begin(SpriteFlags.AlphaBlend)
spr.Draw(texture, Rectangle.Empty, New Vector3(0, 0, 0), New Vector3(50, 0, 0), Color.White)
spr.End()
It's your texture that will keep the alpha channels.
Dustin.
gmeadows
basically, some file format support alpha channels, and some don't. bmp supports alpha channels.
If you open up your source textures in the SDK->Texture viewer, you can go to the view menu, and choose Alpha Channels. If you want to get 'faded' sections of your texture, then you can paint to your alpha channel a different opacity of black to white.
pushpendra singh
I loaded the bmp into the dx texture editor and then loaded the alpha map and saved as dds.
Thanks for the help Dustin_H
wingba