I did a quick search through the forums but couldn't find anything on the subject so I made a new topic.
I have had minecraft for a few weeks now and recently have gotten into editing the textures of the game.
What brought me to mod the textures in the first place was the fact that I could never find clay so I thought I was missing something. When I did some googleing about clay in minecraft I then found out that the clay texture looks a lot like the stone texture and that its easy to overlook unless your really close to it. So I decided to make the clay look like red clay. After I had made my own red clay texture and at how easy it was to mod, I decided I wanted to mod more items such as windows and doors. first thing I did was made glass 100% alpha with a brown boarder to make it look like it has a frame, with the door I made most of it alpha with again a boarder of wood. That worked for a day but after the 20th time I ran to my front door thinking I left it open I wanted to mod it to have a glass look to it. How ever I have only ever worked it .TGA images and alphas and I have no idea how to make a .PNG texture look Slightly translucent rather then full alpha or not alpha at all, I want the opacity of the glass to be around 20% but every time I get it looking right in Photoshop or Paintshop Pro I then load into world and its not alpha at all and I cant find anything on the web to help me fix this issue.
So now that I have written a book about my issue lol I was wondering if anyone out there can help me get a slightly alpha texture with paintshop pro or photoshop?
Well... unfortunately, though png's can support translucency, most of the textures in the game are coded to not recognize them, so you get either fully transparent or fully opaque. The only exceptions are the ice and water textures on terrain.png and the grasscolor.png and foliagecolor.png gradients.
Regarding the image file-- you need to upload it to an external host, then link it here. And when you get to that point, use the [img] tags-- that'll automatically resize the image to fit the page here and make it clickable for the full size image.
Oh... and... welcome to the forum. I'd offer you a Fishy Stick, but that's a different forum for a different game.....
so you get either fully transparent or fully opaque. The only exceptions are the ice and water textures on terrain.png and the grasscolor.png and foliagecolor.png gradients.
Thanks for the info on uploading the image to another host site but as for the .PNG alpha and transparent and it being coded into the game if this is true ( or i just dont fully understand) how is it that by default glass is slightly alpha to stat with? and if its code that makes it alpha then the texture i created would be alpha ingame by code and not just image itself Doors however have the 4 little transparent windows so i could see Code being the issue there if not for the fact that another texture pack i had downloaded made the metal doors look like jail cell doors with bars and the rest transparent so if the windows of a door are done with code within the game then there would be gaps in the bars of the doors where the 4 little windows should be.
Grass is a solid texture with a grasscolor.png image to determin the color of the crass, this is changable as well to some degree within the terrain.png file, the base texture is made up of grays and then the grasscolor.png is layed over it with code but if you mod the layer for the grass in the terrain.png to say red then ingame it would be a bit yellow due to the mix of the green from the grasscolor.png and the texture of the grass layer in the terrain file.
so as for the windows and doors it is doable, iv seen it done in other texture packs, just sadly i have no idea how to work with gradient alphas in .PNGs
so you get either fully transparent or fully opaque. The only exceptions are the ice and water textures on terrain.png and the grasscolor.png and foliagecolor.png gradients.
Thanks for the info on uploading the image to another host site but as for the .PNG alpha and transparent and it being coded into the game if this is true ( or i just dont fully understand) how is it that by default glass is slightly alpha to stat with?
It's not. Every pixel is either transparent or opaque with no gradation in between the two.
and if its code that makes it alpha then the texture i created would be alpha ingame by code and not just image itself Doors however have the 4 little transparent windows so i could see Code being the issue there if not for the fact that another texture pack i had downloaded made the metal doors look like jail cell doors with bars and the rest transparent so if the windows of a door are done with code within the game then there would be gaps in the bars of the doors where the 4 little windows should be.
Maybe we're miscommunicating here. It's entirely possible to change the alpha-- to designate any individual pixel in the texture as either transparent or opaque. So, for instance, in the "jail cell door" texture you're talking about, the artist just edited the alpha channel so that whichever pixels were supposed to be transparent were transparent and whichever pixels were supposed to be opaque were opaque.
Grass is a solid texture with a grasscolor.png image to determin the color of the crass, this is changable as well to some degree within the terrain.png file, the base texture is made up of grays and then the grasscolor.png is layed over it with code but if you mod the layer for the grass in the terrain.png to say red then ingame it would be a bit yellow due to the mix of the green from the grasscolor.png and the texture of the grass layer in the terrain file.
Yes-- I know all that. The only reason I even mentioned grasscolor.png (and foliagecolor.png) is that they also support translucency.
so as for the windows and doors it is doable, iv seen it done in other texture packs, just sadly i have no idea how to work with gradient alphas in .PNGs
Sincerely-- it cannot be done. I'm neither kidding nor wrong-- it simply cannot be done. The window and door textures on terrain.png do not render translucency.
Sincerely-- it cannot be done. I'm neither kidding nor wrong-- it simply cannot be done. The window and door textures on terrain.png do not render translucency.
I guess due to my lack of knowledge about .png files and the game code I just don't fully understand how its not possible to do, considering that the original glass texture itself is translucent, as well as other textures like water and ice are themselves translucent, Im just sad that "it cannot be done" cause my windows would have looked so awesome.
But I guess back to the real question is if anyone knows how to work with the alpha layer of a PNG to do translucency of color on the image rather then being 100% alpha or 0% alpha how would i go about creating a .PNG file with 40% alpha in photoshop or paintshop pro?
If someone could help me out with that for the sake of increasing my knowledge of art for other games and other reasons that would be great.
In short, it's because ice and water are rendered with the "Alpha Blending" option which allows partial transparency, while leaves and glass are only drawn with "Alpha Testing", which is all-or-nothing with no partial values in between. The main reason is that Alpha Testing is a lot faster.
I did a quick search through the forums but couldn't find anything on the subject so I made a new topic.
I have had minecraft for a few weeks now and recently have gotten into editing the textures of the game.
What brought me to mod the textures in the first place was the fact that I could never find clay so I thought I was missing something. When I did some googleing about clay in minecraft I then found out that the clay texture looks a lot like the stone texture and that its easy to overlook unless your really close to it. So I decided to make the clay look like red clay. After I had made my own red clay texture and at how easy it was to mod, I decided I wanted to mod more items such as windows and doors. first thing I did was made glass 100% alpha with a brown boarder to make it look like it has a frame, with the door I made most of it alpha with again a boarder of wood. That worked for a day but after the 20th time I ran to my front door thinking I left it open I wanted to mod it to have a glass look to it. How ever I have only ever worked it .TGA images and alphas and I have no idea how to make a .PNG texture look Slightly translucent rather then full alpha or not alpha at all, I want the opacity of the glass to be around 20% but every time I get it looking right in Photoshop or Paintshop Pro I then load into world and its not alpha at all and I cant find anything on the web to help me fix this issue.
So now that I have written a book about my issue lol I was wondering if anyone out there can help me get a slightly alpha texture with paintshop pro or photoshop?
Regarding the image file-- you need to upload it to an external host, then link it here. And when you get to that point, use the [img] tags-- that'll automatically resize the image to fit the page here and make it clickable for the full size image.
Oh... and... welcome to the forum. I'd offer you a Fishy Stick, but that's a different forum for a different game.....
Thanks for the info on uploading the image to another host site but as for the .PNG alpha and transparent and it being coded into the game if this is true ( or i just dont fully understand) how is it that by default glass is slightly alpha to stat with? and if its code that makes it alpha then the texture i created would be alpha ingame by code and not just image itself Doors however have the 4 little transparent windows so i could see Code being the issue there if not for the fact that another texture pack i had downloaded made the metal doors look like jail cell doors with bars and the rest transparent so if the windows of a door are done with code within the game then there would be gaps in the bars of the doors where the 4 little windows should be.
Grass is a solid texture with a grasscolor.png image to determin the color of the crass, this is changable as well to some degree within the terrain.png file, the base texture is made up of grays and then the grasscolor.png is layed over it with code but if you mod the layer for the grass in the terrain.png to say red then ingame it would be a bit yellow due to the mix of the green from the grasscolor.png and the texture of the grass layer in the terrain file.
so as for the windows and doors it is doable, iv seen it done in other texture packs, just sadly i have no idea how to work with gradient alphas in .PNGs
It's not. Every pixel is either transparent or opaque with no gradation in between the two.
Maybe we're miscommunicating here. It's entirely possible to change the alpha-- to designate any individual pixel in the texture as either transparent or opaque. So, for instance, in the "jail cell door" texture you're talking about, the artist just edited the alpha channel so that whichever pixels were supposed to be transparent were transparent and whichever pixels were supposed to be opaque were opaque.
Yes-- I know all that. The only reason I even mentioned grasscolor.png (and foliagecolor.png) is that they also support translucency.
Sincerely-- it cannot be done. I'm neither kidding nor wrong-- it simply cannot be done. The window and door textures on terrain.png do not render translucency.
I guess due to my lack of knowledge about .png files and the game code I just don't fully understand how its not possible to do, considering that the original glass texture itself is translucent, as well as other textures like water and ice are themselves translucent, Im just sad that "it cannot be done" cause my windows would have looked so awesome.
But I guess back to the real question is if anyone knows how to work with the alpha layer of a PNG to do translucency of color on the image rather then being 100% alpha or 0% alpha how would i go about creating a .PNG file with 40% alpha in photoshop or paintshop pro?
If someone could help me out with that for the sake of increasing my knowledge of art for other games and other reasons that would be great.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum