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frmdbl

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  1. What a joke V2 is from my perspective. Complete disinterest in allowing to edit channels and alpha separately for these game dev workflows. There's not event square power of two textures presets by default.
  2. @NotMyFault So you're saying the RGB channels would be intact, but the alpha would be in the 1/255 range? I guess I could live with that, but I'm not sure how practical it would be. I really hope the devs at just make an option to change this behaviour (if the zeroing/clipping is just for performance reasons).
  3. Ok, nothing has been done with this problem for months. I can't even use it for super simple tasks like just exporting already made texture. Though I paid little, I wish I could get a refund.
  4. @haakoo I say and you paste a post from a Technical Support guy who doesn't know what they support(TGA) and from QA support stating that an 'improvement request' whose status you can't check has been assigned. // How is this helping anything? One of us has trouble understanding written text.
  5. Good to know, I'd really settle with just getting a response from an actual developer, confirming that the issue is understood and worked on and that perhaps it would be solved in the next 4-6 months (whenever there comes time to do this).
  6. It's been 3 weeks and there's really no updates whether the bug is being worked on and/or acknowledged at all. There seems to be a signature assigned 'afp-4020' , but I'm guessing there's no bug tracker available to the public?
  7. Well, I hope this is fixed in whatever way possible. I guess if the reason for this behaviour is performance or some other optimization, maybe there at least is a possibility to add some override option either per layer/group of in the global settings.
  8. @anon2 I guess it's to do with stripping the unnecessary data cause Krita does the same exact thing. The way channels work in Krita is probably even more effed up, but results in same issues. I hoped though that as Affinity Photo is actually a paid app things would improve over time.
  9. It really pisses me off. I don't know, maybe it has something to do with copyright, but every photo app that even indirectly tries to be a Photoshop replacement reinvents the wheel when it comes to alpha channel and channels in general. Is there any sign any of the developers are aware of this problem? There doesn't seem to be a lot of interest on this topic on the forums, but maybe if enough people spammed the devs something would change.
  10. To sum up this issue in a sentence: When I'm applying a mask to a texture layer or I'm modyfing it's alpha channel, the parts of the RGB image where the alpha or mask is black are also overwritten with black color instead of preserving the proper channel values. Even loading the 'spare channels' into RGB channels doesn't help. The correct behaviour would be to preserve each RGB channel's value, I might be wrong, but hasn't this worked a few revisions back. Please repair it, it ruins my UE4 workflow. Affinity_Bug.afphoto
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