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Please Help Me With Unreal Textures.

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Okay so im pretty new to all of this unreal texture editing I decided to start editing my Lineage II client as practace. So I extracted the textures I wanted in dds format and edited them in photoshop saved it as dds in DXT3 format, then I added the new textures to a new utx file and added it back into the game. It had worked everything was fine however, there was a think black box around the wings on my texture. Here is what I meen : http://img9.echo.cx/img9/3461/shot000106pt.jpg Obviously that is not there on the original. Now I was under the impression that when saving the dds file in DXT3 format rather than DXT1 it would allow for transparencys and yes I did set the option in the utx to Alphatexture :True (This is the setting that makes the original texture have the transparency I belive for example look here: http://img74.echo.cx/img74/2930/17qu1.jpg You can see I have the alphatexture on true but you can still see the black outline around the "wings" However on what appears to be the same format the original will show the transparency: http://img296.echo.cx/img296/5462/26zs.jpg Can any one please help me here? I belive I am missing somthing when I save in photoshop because its not taking the black as the Alpha colour in the texture and I dont know how to change that. Thanks in advance.

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You don't select a color as the 'alpha color'. It's not like color keying. Alpha values are stored per pixel, so that instead of having RGB values for each pixel you have RGBA values. What you need to do is add an alpha channel to the image. IANAA (I Am Not An Artist), so I can't tell you how to do it. But I believe a common approach involves creating a new layer and masking the areas you don't want to have alpha, then applying the alpha. Google for Photoshop alpha channel tutorials or some such and see what you come up with.

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Yeh while the forums where down I found a way of doing it withthe quick masking tool, basicaly the same deal thanks for the help guys.

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