Master of Unlocking is correct, DS can do alpha's that fade. I work on DS titles. Alphas are never additive, nor can they be. (hardware restriction) They are always multiplicitive. DS also has issues with Z sorting of alphas that you have to be careful with unless you like random selections for visibility. Usually on…
So that's a target of 256 pixels of texture across a distance of 1 meter in the game. Measure a branch with leaves on it. If the branch is about a meter long, then it should be 256 pixels long. Simple.
Your color divided by 256 = Color value between 0 and 1. For example : 127 (gray) = 127 / 256 = 0.496. Note that our color widget is in linear space (not sRGB as in Photoshop).
Ok nevermind it only worked out that way when the boxes were the exact same size. Do boxes need to be in a power of 2 or power of 8? Like 256 x 256 and a certain width?
Use 16-bit images. 8-bit images can have only 256 different values per channel, and because heightmaps are in grayscale that leaves you with only 256 different possible height values.