AccAkut
Premium
I used that exact technique to create the main "alpha" layer you see there, copied the AO, inserted it into the alpha layer, then inversed it (and tuned it a little to get rid of the grey hue on the lighter parts). There are other parts on this texture that have no alpha/transparency, and they are on different layers in that xcf file. Normally it exports just fine (I used this technique on multiple glass textures before, never had issues).You are not doing the alpha mask properly in gimp. You only have one layer in gimp that has transparent parts in it. Gimp probably fills all those transparent parts with white or black (along with very bad rough rasterized edges) when you export to dds. You need to add mask layer for the diffuse layer in gimp to export it. In gimp mask is alpha in dds (if you use dds that has alpha).
So, (in gimp) right clikc on that one layer and select "add alpha layer". You can simply add a white layer. Then copy paste your diffuse layer into the mask layer and invert the mask layer colors. Then make your diffuse layer black and paste the parts you need for the car that you want to be visible. Make sure your diffuse parts are little bigger than the mask holes or you get edge stripes on the transparent part edges. Don't use other than the full black and white options. The other ones create edge issues.
And for my fix I splitted the resulting png (that on its own did result in the weird black skin seen in my post) via Decompose, saved the diffuse and the alpha layer on their own and after recombining them in DXTBmp it suddenly worked
It's as if there is too little opacity on the png, something in the file decides to go all black, WHILE still letting the specular shine through.. definitely odd, would love to know what exactly happened here (may upload a faulty texture later when I'm home again for you to try)
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