I was'nt involved with the packing, I churned out the textures for the maps, trying to get the best balance for everything - blimey its about two years ago now!
I've got all the originals still of course, lots of them.

cheers
David(jolly)
The process makes sense, but I still don't understand how to find or use the colour channel. Is this a Photoshop function? I've been working with transparent alpha backgrounds for years with Paint.net modding troop sprites, flags, fire, and terrain, and have never had to deal with cleaning up a colour channel.I used the separate textures in the /Terrain folder. I took the colour channel of each (they all have backgrounds) and made a sheet, then did the same with the alphas. These were all in bmp format btw. Then I just combined the two to make the dds.
Paint.net uses layers rather than channels. You can choose either transparent (checkerboard) or solid backgrounds for sprites, building by layers. Once the sprite design is done the layers are flattened (combined), and it's ready for dds, or other conversions.I've never used Paint.net so I can't comment on it. When you open a png with Paint.net, how is the alpha represented? Does it appear as a separate selectable channel or layer, or is it not displayed at all and represented by the chequerboard? - because that's how PS displays it.