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When selecting compression, use 'none', and uncheck 'generate mipmaps'. Also, after the texture is imported, right click on it > properties > surface > alpha = true
ok 🙂
1. You can see I am opening this .tga in PaintNet and it seems ok
2. After importing into unrealEd it looks different... no matter if I choose DTX1, 3, or 5.
3. After zooming in paint you can see texture looks different... and exactly same looks in game 🙂
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