Spaceman Spiff wrote:Eeee! I thought t00fri would be repelled by the bold green font, but I see he's taken you in his more-capable-than-mine hands! It must be because you've made it more teal...
. Teal fits much better to my colors. So that's progress. Boldface still makes me nervous
We need a picture of your eyesore. Can you do a screenshot and upload it as an attachment?
Yes, alpha channel is usually transparency, but Celestia is using it as a specular map here. (Hmm, I thought a JPEG didn't have alpha.)
The typical Celestia textures are composed in the following way
where each of r,g,b,a is an 8bit=1byte number (ranging thus between 0 and 255). r=red,g=green,b=blue, while a=alpha. 0 means black and 255 is white. For the 4th, so-called alpha channel, white means totally reflective
while 0 is NO reflection at all
. Hence in Celestia we use so-called specular masks that either are black (no reflection over the land) or white (over oceans, rivers, lakes), since water reflects the sun very much...
Here is a coastal patch, for example, from our CelestialMatters site
where we discuss texture issues at an advanced level...:
(the following example is from cartrite, modulo inversion
With BOTH the base texture and the specular mask, this then looks like so:
(click for BIG!)
In Celestia you may either have a separate specular mask defined in your .ssc file or you place the mask on top of the rgb base texture (as 4th "color" so to speak). This latter option is more economic as to storage etc...
So far for some general background...