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I might add that this occurs with or without the transparent button clicked just below the texture dropdown.
Nevermind, I just created the same texture in my textures folder but used its negative image and that worked.
I would start by using your texture at 100, it will be easier to understand
how it works.
Check transparent and alter the colour of your Canvas to suit. Leave the
colour of your object the same.
"Cooleyvol" <email@example.com> wrote in message
|I might add that this occurs with or without the transparent button clicked
just below the texture dropdown.
Here's the deal:
At some point in Firework's past, it used inverse greyscale for alpha. White values in a texture would create transparent areas in Fw, and black areas would create solid areas. All the textures were designed to accommodate this behavior.
At some point, just a version or two ago I think, they changed it so that black areas create transparency and white is solid, which makes more sense. However, the textures shipped with Firework's apparently haven't been changed according to this newer behavior(the preview of the texture you see in the texture menu is also actually inverted compared to the actual file on your system for some reason). As a result, most of the textures in Fw are sort of "backwards" in this sense. There's no way to invert the texture behavior from in Fw. Solution? Do a batch process(this is what I've done). You can do a batch process and easily create an inverted duplicate of every texture with a name postifx, like "_invert".