This is actually an old problem - the only version of Photoshop ever to save Transparancy in a 32bit TGA was Photoshop 7 - because this confused most users, they ‘solved’ the behaviour in 7.01. If you can get your hands on the v7 TGA export plug-in, it might still work like you want it to.
Gimp works just fine for this conversion, as you discovered yourself. For automation you might want to try ImageMagick.
Photoshop’s internal handling of alpha channels when saving TGA images is somewhat odd, in my opinion. It seems alpha channels are also colour managed, so the greyscale values of those change when saved: not something you want for textures and game graphics. I did quite a bit of research on the web, and, basically, a lot of people are thrown off by Photoshop’s behaviour in regards to TGA and alpha channels. The general solution seems to be to just AVOID using Photoshop to create the alpha channels, and use a secondary tool, such as Gimp, when doing anything game graphics related.
The following steps got me close to the result I wanted:
Color Settings:
- turn off colour management for rgb (switch to monitor rgb --> turns off cm)
- switch gray to sgray
Next:
- with a transparent background, select the parts you wish to save as tga.
- use EDIT–>COPY MERGED
- create a new file, and paste.
- ctrl-click the layer to load selection based on pixels
- save selection as channel
- add a background layer with R:232 G:78 B:242
- merge the two layers.
- save a 32bit tga.
Now, when I tried loading this tga in Flash, it almost resembled the original’s transparency, but still did not completely clone it. It was too dark in some areas.
Gimp worked like a charm. I do feel this is buggy behaviour in PS. The post below is an interesting read: they used a hex editor to check the actual values of the TGA alpha channel produced by Photoshop, and they were rounded off, changed from the original’s alpha channel - which means PH is messing with the values in some way. It would be welcomed if anyone else can shed some light on this issue. I tried messing around with the colour management, but it did not really make a lot of a difference.
http://forums.adobe.com/thread/368889?start=0&tstart=0
Thanks for the question - if I ever have to use TGA again for game design, I will use Gimp to do the conversion for me - at least that works as expected with totally controllable results.