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antonazario

Texture with alpha channel

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If you're seeing only white where there should be transparency, you have no alpha channel.  You have to save your texture as a 32 bit file, so that it actually has an alpha channel.  That means using either PNG or TGA.  Robin Wood's easy tutorial is probably the easiest way to see how it works. She's demonstrating with Photoshop, but any program like GIMP or Paint Shop Pro that lets you work with a psd file will work the same way.

http://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/ChannelDiscovery.html

BTW, you never have to pay to do a temporary upload and check on what your texture looks like in SL. Just use Local Textures until you are ready to pay the L$10.

http://wiki.secondlife.com/wiki/User:Rolig_Loon/Local_Textures

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If you're seeing only white where there should be transparency, you have no alpha channel.  You have to save your texture as a 32 bit file, so that it actually has an alpha channel.  That means using either PNG or TGA.  Robin Wood's easy tutorial is probably the easiest way to see how it works. She's demonstrating with Photoshop, but any program like GIMP or Paint Shop Pro that lets you work with a psd file will work the same way.

http://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/ChannelDiscovery.html

BTW, you never have to pay to do a temporary upload and check on what your texture looks like in SL. Just use Local Textures until you are ready to pay the L$10.

http://wiki.secondlife.com/wiki/User:Rolig_Loon/Local_Textures

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You are exporting the GIMP edited image in the PNG format? That will allow the tranparancy to remain and not take the default background color when exporting. This image may then be imported into SL to lay on a prim face.

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