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Subject: "PSP 7" Previous topic | Next topic
MaddMaxxSun Dec-29-02 04:29 PM
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"PSP 7"


  

          

I can't find the 32-bit color setting. If it doesn't do it I am fried right? The water Detail has to be 32-bit according to the DOC.

I have an idea but no 32-bit texture ability Any help would be appreciated.

  

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Replies to this topic
Subject Author Message Date ID
RE: PSP 7
Dec 30th 2002
1
RE: PSP 7
Jan 03rd 2003
2
RE: PSP 7
Jan 03rd 2003
3
      RE: PSP 7
Jan 13th 2003
4
           RE: PSP 7
Jan 16th 2003
5
                RE: PSP 7
Jan 21st 2003
6

Lord HelpMeMon Dec-30-02 12:05 AM
Member since Jul 29th 2002
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#1. "RE: PSP 7"
In response to Reply # 0


  

          

PSP7 Only goes up to 24 Bit and that works well for the .tga's you'll be making.

  

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LoneWolfFri Jan-03-03 12:18 AM
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#2. "RE: PSP 7"
In response to Reply # 0


  

          

I could be mistaken but I think the alpha channel accounts for 8 of the 32 bits. Same as a 24 bit RGB pic with a transparency or mask layer.

Which PSP does support.

  

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MaddMaxxFri Jan-03-03 08:33 AM
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#3. "RE: PSP 7"
In response to Reply # 2


  

          

So a 24-bit image without an Alpha channel should work right?
Ahem, you wouldn't have a working set(3) images of water a guy could test with? maybe?

The editor just won't crunch anything if I add water,no matter how basic the images are.
I am obviously missing something but the docs aren't well... very informative.

  

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LoneWolfMon Jan-13-03 12:15 AM
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#4. "RE: PSP 7"
In response to Reply # 3


  

          

Sorry, but I just use a single 256 x 256 Targa image for the water. Nothing fancy. No transparency.


  

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WeezerThu Jan-16-03 10:33 AM
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#5. "RE: PSP 7"
In response to Reply # 4


          

That is what I did with PSP 7, just made 3 .tga files 256x256 with some water looking texture, they worked fine.

  

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MaddMaxxTue Jan-21-03 12:52 PM
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#6. "RE: PSP 7"
In response to Reply # 5


  

          

Thanks guys. I got it figured out.

Maxx

  

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