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I'm trying to bake tile maps into a single texture for someone and I'm having difficulties baking transparency.
For example one texture is literally transparency with baked shadows but this bakes as a white texture with gray shading.
All images are .tga format and are between 128^2 and 512^2 resolution.

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  • $\begingroup$ Is it possible you could upload your .blend? $\endgroup$
    – gandalf3
    Aug 21, 2014 at 22:50
  • $\begingroup$ I figured it all out now, sorry about that. Turns out I needed to adjust the alpha under ztransparency. $\endgroup$
    – TRBlount
    Aug 22, 2014 at 0:21

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Turns out, you need to edit the alpha and specular values under Z Transparency and turn on the Alpha influence.

Basically, remove the Alpha and Specular values entirely(Set to 0 or -1, can't remember which) under the Z Transparency in the Material Editor. Then, under the Influence tab in the texture editor, add the Alpha channel and then shift it to 0.

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  • $\begingroup$ Could you add a little more information for others who might come across this answer such as what the alpha and specular values had to be changed to? $\endgroup$ Sep 5, 2014 at 10:13
  • $\begingroup$ This solved my problem but the difference is that in "material", I could leave Specular to 1 and in "texture", I had to leave the alpha channel to 1. I also had to enable transparency in "object" properties: blender.stackexchange.com/questions/11053/… $\endgroup$
    – baptx
    May 31, 2015 at 21:43
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I had the same problem, my baked texture didn't have transparency, instead the low-poly object was visible too, in solid white. What FSLuaGuy wrote worked for me! Here's the details:

  • In the Material settings of the low-poly object set Alpha and Specular to 0 Transparency settings of the low-poly object
  • In the Texture settings add the Alpha channel and set it to 0 (not -1!) enter image description here
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