Reticule Transparency

Tactical advice, How-to, Post-mortem, etc.
TurkeyXIII
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Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

Ticket please!

This is probably a side-effect of #248, but being unsure of what 248's doing exactly I don't really know.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Bunnywabbit
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Joined: Sun May 15, 2005 7:00 am
Location: Amsterdam, the Netherlands

Post by Bunnywabbit »

This is not a side effect, but the intended effect of #248.

People have been making modified centeroutbmp.mdl's since first they figured out they needed to watch their bullets, and were trying to peek around the big opaque circle in the center of their screen. Now you can see through it. Yay.

With this even zero's outrageously large reticule looks acceptable. How is this not a win for everyone?
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Archangelus
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Location: Paradise City

Post by Archangelus »

Some ppl probably wont see it, coz its transparent.
pkk wrote:QUOTE (pkk @ Jul 18 2014, 06:08 AM) Seems like some people forget, that they're guest here and their status can be removed any time.
Zero_Falcon
Posts: 413
Joined: Tue Jun 03, 2008 5:14 am
Location: Singapore

Post by Zero_Falcon »

Bunnywabbit wrote:QUOTE (Bunnywabbit @ Aug 22 2012, 11:30 PM) This is not a side effect, but the intended effect of #248.

People have been making modified centeroutbmp.mdl's since first they figured out they needed to watch their bullets, and were trying to peek around the big opaque circle in the center of their screen. Now you can see through it. Yay.

With this even zero's outrageously large reticule looks acceptable. How is this not a win for everyone?
I know Bunnywabbit's last post here was ages ago from today (3 months) but why I'm discontented is that the ret will appear to fade out from visibility when passing over objects like bases, asteroids and of course the high res background package.

A fix for myself for now will be to disable the pretty backgrounds, but still.

And looking at the code... is that all? Will it be just as easy to implement a toggle option for this? I know, it's only a minor issue because I seem to be the only one having a problem with transparent rets.
the.ynik
Posts: 101
Joined: Fri Apr 17, 2009 7:23 pm
Location: Germany

Post by the.ynik »

Zero_Falcon wrote:QUOTE (Zero_Falcon @ Nov 19 2012, 03:20 AM) I know Bunnywabbit's last post here was ages ago from today (3 months) but why I'm discontented is that the ret will appear to fade out from visibility when passing over objects like bases, asteroids and of course the high res background package.
The "fading out" problem is because the reticule isn't actually transparent, but it just gets added to the RGB values of the background. White backgrounds cannot be changed by adding to them; so on a bright background, any reticule will be hard to see.

Using proper transparency instead, a red circle would still be visible on both black and white backgrounds.
I think it would look much better using BlendModeSourceAlpha with a 80% alpha channel (making the reticule slightly transparent, but not so much that the colors would look washed out).
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