I see what you mean, Faceball, but it looks like you did everything right. I checked it again and again but I just get all the options(?) Have you tried clicking on that yellow exclamation mark next to the alpha-checkbox to see if you get any info on what might be wrong?
If you say I don't care about all this channel crap, (then you're absolutely right
Open your screenshot and resize the thing. Edit it the way you like, maybe polish it up and then just go to File->Save as.. (ctrl+shift+s) and choose Jpeg. In the next window set the Quality to 10.
(if you set it to 12 it's almost doubled in filesize but you don't gain a lot in quality).
Right, now the image is ready and you'll have to set this up your .shader file (the same as Innkeeper said):
map(bsp)name
{
nomipmaps
nopicmip
cull none
force32bit // this line isn't necessary for jpg
surfaceparm nolightmap
{
clampMap textures/mohmenu/dmloading/yourimagename.tga // or .jpg, doesn't matter
}
}
----
Okay, I'll stop posting on this subject 'cause it only seems to get more confusing each post. But here's what you can do if you still want it to be TGA;):
Some options are not available for the Background layer.
To do it like Innkeeper said you must first remove your background; Open your screenshot and change it to the right size. Now press Ctrl+A to select all. Press Ctrl+X to cut it and Ctrl+V to paste it. It will now be in a new layer. Right click on the background-layer and choose Delete layer. Now the Add layer mask option will be available. But again, if you do it this way it is useless to make it a TGA, 'cause all you do is save an empty channel with your image.
In fact if you just open and resize your screenshot (and don't do anything else) and save it as TGA under a different name and then choose the 32bit option, you'll get the exact same result. An empty channel with your image.


