You would *think* that removing the alpha channel from the image and then telling the control file not to use any bits to store its alpha data would be in effect the same as leaving the alpha channel and accidentally telling the control file not to store its alpha data, but apparently that isn't the case...
Now *three* new pairs of glasses is something my current quest's scheme doesn't fit comfortably. Hm... What to do, what to do...
So it is a quest? Or do you just use that term as an umbrella term for all methods of gaining content?
Weird, it only happens when dxt compression is added in. Huh. Nice thing is that it avoids that aliased edging you get on the completely clear glasses.Let's make a few new versions of Agent Pace to model the dilemma for us, shall we?"Nice" Pace (you've seen her before, although I have fixed up most of that nasty pixelization around the rims of her glasses)"Dark" Pace (she's been around)"Smoky" Pace (like the Valkyrjar in the IR)"Mirrored" Pace[Gah, this image absolutely refuses to upload. Maybe the internet will love me more tomorrow.]Now *three* new pairs of glasses is something my current quest's scheme doesn't fit comfortably. Hm... What to do, what to do...Bonus "Mirrored" image:
Bonus "Mirrored" image:
Weird, it only happens when dxt compression is added in. Huh. Nice thing is that it avoids that aliased edging you get on the completely clear glasses.Now *three* new pairs of glasses is something my current quest's scheme doesn't fit comfortably. Hm... What to do, what to do...
I think because any dxt, other than a dxt1, packages itself as containg an alpha channel, so even if it's left blank and asked not to use any bits to store data, it is still trying to be accessed by the rest of the file.
A 3Dc may may be of use, which works best with a dxt5, as it helps create lighting on an otherwise matte surface - a lack of which may be creating the "mirrored" effect on the shades.