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In my opinion, for this case, you need exactly 8.8.8 (one more line above the arrow)!
Then dots and glitches appear.
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In my opinion, for this case, you need exactly 8.8.8 (one more line above the arrow)!
https://www.ohandroid.com/27732.html
Waterfall_13, can you share a screenshot of the alpha channel? Maybe the problem is just with it?
I suspect that the alpha channel was not drawn correctly. However, I might be wrong.
How did you create the alpha channel? Did you select the black areas in the image and fill them with a solid color on the alpha channel?
If so, try this instead: simply copy the original image and paste it onto the alpha channel. It will become black and white on the alpha channel. Then, adjust the brightness to your liking.
Added 10 minutes later
There is another option: you might need to edit not the image export settings, but the xdb file that controls the texture or material. I don't remember exactly, but there was a function there that controlled the actions with the alpha channel. And there are different values, including normal transparency processing or just a hard "visible/not visible" setting. You need to look and compare how these xdb files are configured for different materials and textures.
If 8.8.8 didn't work, then check DXT1 which has no alpha.
Waterfall_13, can you send a screenshot of the alpha channel? Maybe the problem is just with it?
I suspect that the alpha was simply drawn poorly. However, I may be wrong.
How did you create the alpha? Did you select black on the image and then fill it on the alpha channel?
If so, try instead simply copying the original image and pasting it onto the alpha channel. It will become black and white on the alpha channel. Then adjust the brightness to your liking.
Added 10 minutes ago
There is also a possibility that you need to edit not the image export settings, but the xdb file that controls the texture or material. I don't remember exactly, but there seemed to be a function there that controls actions with the alpha channel. And there are different values. Including normal transparency processing or just a hard "visible/not visible". You need to look and compare how these xdb files are configured for different materials and textures.




That's how I recolored various textures into a necromantic green (look at my necromantic creatures and also at the early version of Lucretia as an archangel - I made the fire on her sword necromantic green)... the idea is this: you open, say, a red texture, select everything, then desaturate it, and then paint over it or adjust the color palette... and in some cases, you also need to manually remove the alpha channel - unfortunately, I don't have access to Photoshop right now, so I can't check it myself.

I can't seem to create a nice alpha so that all the pixels are translucent with the right intensity; I'm not an artist -_-
After that, I created a duplicate layer and applied the Black/White function to it. I copied the resulting layer, created an alpha channel, and pasted it into it.
When you insert an image into the alpha channel, it automatically becomes black and white.

:






Isn't this for duels? Although I don't remember well how duel presets are formed and whether the sum of artifact values is considered there. But maybe it's a feature that didn't make it into the release, if not. 🤷♂️