Tutorial 6 has also been split up due to the board limitations.
Tutorial 5 was skipped becuase I didn't feel it was a relevent.
Tutorial 6 - Alpha Channels - The Basics
What's an Alpha Channel ?
The first question should probably be - what's a channel ?
What's a Channel ?
Channels are similar to layers in that an image can have a number of channels which can be independently viewed, switched on or off and edited. Like layers, the whole image is actually a combination of the information that is in each of the channels. Each channel is a greyscale 'image' that stores the file's information. A typical image can be made up of a number of channels. Any colour image (even Grayscale images) will have a number of channels by default. The number and type of channel will depend on the colour 'mode' of the image. The most common colour 'mode' is
RGB (Red, Green & Blue) where each colour is made up from a mix of red, green and blue. The 'amount' of each of the colours are separated out into the individual channels and represented as an 8 bit grayscale image. The 8 bit limitation means that there are 256 possible values for each of the Channels, normally Red, Green and Blue. This is why when choosing colours you can set the colour value by defining an amount of Red, Green and Blue from 0 to 255. Other colour image formats (CMYK, Lab Colour etc.) have a different channel structure.
Channel information can be viewed in the same tool window as layers. The main layer window has 3 headings
layers,
paths and
channels. If you open an image and check under
Channels you should see something similar to the following:

All the channels that affect an image (or the currently selected layer) appear in this list. By default (and assuming the image is RGB) there will be a composite channel
RGB, and a channel for each of the 3 colours. You can switch channels on and off in the same way as layers to isolate and view the separate colour information. When you have a single channel isolated it will appear in it's natural greyscale state. For image editing this can be a powerful tool because it allows you to manipulate an individual colour without affecting the whole image - and a lot of standard photoshop tools and filters work on channels in this way - but this is really beyond the scope of this tutorial.
What's an Alpha Channel Then ?
As well as the basic colour channels, you can add new channels to an image. These can be used to store information such as selections, masks and filters. These additional channels are called
alpha channels Neverwinter Nights uses an alpha channel to store transparency information for a texture or image. This means that you will need to create an alpha channel and form an image to represent what is transparent (black) and what is opaque (white). If no alpha channel is included in an image, the game will assume that the texture is completely opaque. It is therefore an essential step in creating textures for things like tree canopies, leaves as well as for standard icons for weapons, scrolls etc which all use an alpha channel.
Although Photoshop will allow multiple alpha channels to be added, and for complex image editing you could end up with as many as 24 (photoshop's max), files for export to Neverwinter Nights
Must only have a single alpha channel.
Adding alpha channels also increases the file size for an image. A standard RGB colour image has
3 x 8 bits of information, 8 bits for each colour channel. This results in a
24 bit file - 3x8=24. Adding a single alpha channel adds a further 8 bits of information resulting in a
32 bit file. This means when you export a texture that has an additional alpha channel you need to save it as a
32 bit file. This will be dealt with in the next tutorial which shows how to create a simple texture that includes an alpha channel for transparency.
The following shows how you can create a simple alpha channel, and how it can be incredibly useful for storing and editing selection information.
Continue onto Part II of III posts.