# How do I control the alpha channel when creating textures?

**URL:** <https://community.aseprite.org/t/how-do-i-control-the-alpha-channel-when-creating-textures/1018>\
**Category:** Help\
**Created:** [February 15, 2018, 1:50pm UTC](https://community.aseprite.org/t/how-do-i-control-the-alpha-channel-when-creating-textures/1018 "2018-02-15T13:50:32Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![mrw](https://community.aseprite.org/letter_avatar/mrw/32/6_22734026db12803ebb3e059622ac3534.png) [@mrw](https://community.aseprite.org/u/mrw)\
**Post date:** [February 15, 2018, 1:50pm UTC](https://community.aseprite.org/t/how-do-i-control-the-alpha-channel-when-creating-textures/1018/1 "2018-02-15T13:50:32Z")

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Hi!  
I´m pretty new to Asesprite so this might be a noob question…

I´m creating textures for use in 3D games, and this requires me to have full control of transparency. In a textureatlas(large image with hundreds of smaller textures) some textures are not transparent and some are. I need to see this alphachannel in grayscale(or similar) and be able to control all 256 values per pixel.  
And when done I save the image as a 32-bit(non-indexed) TGA image.

Can anyone help me with how I can do this?

//mrw
