So, I've recently begun texturing stuff just for fun, to learn. Right now I'm working on the galaxy seen from side at night, Alderaan (Masser) and Deathstar (Secunda)... But I've stumbled onto some problems.
1: The Galaxy looks neat and all, and it has that "repeating" seam at left and right, so there won't be a visible seam when they meet eachoher and go round.
The problem is top and bottom.. they are faded out properly, so they should not have a sharp edge.
The problem is the "transparency-black".
It doesn't seem to be... well.... transparent... As seen on the link here there is therefor a seem at the top and bottom of the texture.http://img835.imageshack.us/img835/4452/wfak.jpg
2: More or less the same problem, but with the Deathstar moon Secunda here... see the same picture actually, it's on there.
What I tried here was to add all those halfmoon, quartermoon and stuff, all those phases... but instead of fading of to be unseen.. it is, as seen on the picture... fading into black... giving me a round sharp black ball. not really neat looking.
I am using the NVIDIA DDS tool thingy that lets me open and save files as .dds in the newer versions of Photoshop.
I load the files with "Load Using Default Sizes" and "Load MIP maps" set to off.
Then I get to pic from a lot of choises, namely these:
DXT1 RGB 4 bpp | no alpha
DXT1 ARGB 4 bpp | 1 bit alpha
DXT3 ARGB 8 bpp | explicit alpha
DXT5 ARGB 8 bpp | interpolated alpha
DXT5_NM XY 8 bpp | using DXT5
3Dc XY 8 bpp | Normal Map
palette RGB 4 bpp | 16 colors
palette RGB 8 bpp | 256 colors
palette ARGB 4 bpp | 16 colors + alpha
palette ARGB 8 bpp | 256 colors + alpha
8 A 8 bpp | alpha
8 L 8 bpp | luminance
8.8 AL 16 bpp | alpha/luminance
8.8 VU 16 bpp | signed
8.8 CxVU 16 bpp | signed
184.108.40.206 QWVU 32 bpp | signed
16.16 VU 32 bpp | signed
5.5.5 RGB 16 bpp | unsigned
5.6.5 RGB 16 bpp | unsigned
220.127.116.11 ARGB 16 bpp | unsigned
18.104.22.168 RGB 16 bpp | unsigned
8.8.8 RGB 24 bpp | unsigned
22.214.171.124 ARGB 32 bpp | unsigned
X.8.8.8 XRGB 32 bpp | unsigned
16.16 GB 32 bpp | unsigned
16f R 16 bpp | floating point
16.16f GR 32 bpp | floating point
126.96.36.199f ABGR 64 bpp | floating point
32f R 32 bpp | floating point
188.8.131.52f ABGR 128 bpp | floating point
And... I have to be terribly honest with you guys.... this tells me nothing.... so what should I use?
I tried DXT1 4bpp no alpha thingy.. the 1st setting... that was preset after loading the file...
That worked.... BUT, the image was very faded out... on a clear night i barely saw the texture.. it was on like opacity 25% or something...
then I tried DXT5 interpolated.. which i read somewhere on the nexus site was a good thing to do for some unknown reason... and that's when i get a very clear image of my texture, which is great.. but also this seam as you see in the image i linked.
So... what should I use instead?