Sims 3 Talk:Creating Custom Clothing Stencils

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You might need to add an alternate to the last step of part 3 and all of part 4 for GIMP users. Most the rest is the same, but the way GIMP handles alpha channel is a little different than Photoshop.

In part 3 step 3, if you flatten the image, any transparency of the visible channels is discarded, so all that nice work you did cleaning up the edges of the picture will be lost. Instead, if you just delete the other layers, you end up with an image with one layer which has transparency.

For part 4, in GIMP, if you have transparency you have an alpha channel. So as long as you don't flatten the image, all of part 4 is unnecessary for GIMP users. Tiger 04:37, 24 June 2009 (CDT)

Gimp, Transparency, and DXT1 compression

So, I just cleaned up a lot of the Gimp-centric instructions there, because frankly, they were doing it the hard way. There's one thing I'm going to comment on here, but I'm not going to put anything on that page about yet. Sims3 seems to treat the alpha channel applied to stencils as an all-or-nothing proposition only 1-bit deep, instead of the 8-bits of granularity the image actually contains. Folks may wish to hit up Colors->Components->Decompose to break the image into explicit (and monochromatic) RGBA layers, and then use Colors->Brightness/Contrast on the alpha layer to max out the contrast and eliminate all "partially-there" pixels. Hit Colors->Components->Compose and the RGBA representation "folds up" and back into your "normal" image. I'm still working on whether or not DXT1 or a bug in the plugin is resulting in some other weird artifacting in the alpha channel layer. I don't want to document that hack without being sure when & why someone would need to do it. -- Dagmar d'Surreal 07:05, 27 June 2009 (CDT)

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