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--alpha-mode 1: Fills the alpha channel with both white and black and extracts the difference from each result.--alpha-mode 2: Upscales the alpha channel by itself, as a fake 3 channel image (The IEU way) then combines with result.--alpha-mode 3: Shifts the channels so that it upscales the alpha channel along with other regular channels then combines with result.
| File | Source | Alpha Mode 1 (Differential Alpha) Alpha Depth Full (8-Bit) | Alpha Mode 2 (Separated Alpha) Alpha Depth Full (8-Bit) | Alpha Mode 3 (Channel Alpha) Alpha Depth Full (8-Bit) | Notes |
|---|---|---|---|---|---|
plc_trans.tga Used in model "Scorch Mark" and "Bloodstain" placeable. | More obvious inside of Cupscale (with the squares background). Mode 1 differential: This makes the left hand "web" quite transparent (actually more noticeable in cupscale). It also alters the colour of the red symbol to be very dark red. Mode 2 separated: This seems to be the best balance and colour representation. The alpha around things isn't as extreme, only thing is the top right wolf symbol has a fair bit of white around its now more apparent edges Mode 3 channel: This seems to messy up the detail of the textures. The red symbol especially is a complete blurry mess. Problems previously here are null and void - was due to Low Violence setting (and the letters scaling was just always the same for whatever reason). | ||||
| tcn01_blst02 - These 3 may be just upside down...or something to do with the de-DDS AI run on them? mmmm | |||||
| tcn01_splotch01 | |||||
| tcn01_splotch02 |
Might try to redo all the scaling with transparency on and using mode 2 with 8 bit transparency.
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Oddities...but looks like it's the same regardless of texture upscaling! Bad tileset juju, Zwerk has been informed. Not just my system.
Buggy Icons
Feat Heavy Armor:
Equip normal hand:
Minimaps
So they do upscale just...not great. Upscaled versus normal - North Road, NWN Chapter 2 top left.
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