TurkeyXIII wrote:QUOTE (TurkeyXIII @ Apr 15 2010, 06:16 AM) Does this mean other textures can be transparent as well? Like particle sprites, or even the textures on models?
TurkeyXIII wrote:QUOTE (TurkeyXIII @ Apr 14 2010, 11:16 PM) Does this mean other textures can be transparent as well? Like particle sprites, or even the textures on models?
Particle sprites already are and have always been translucent. Model textures, I don't think so: you can assign pure black to transparent, but you can't do gradients and such via the alpha channel like bunny is doing here.
Last edited by Adaven on Mon Apr 19, 2010 5:01 am, edited 1 time in total.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
If I understand this correctly. You make changes in dialog.mdl which basically enables the .png 's alpha channel in any of the panes?
If so, could I suggest that someone take the default dialog.mdl, replace all the image loading things with the version that lets you use alpha, and also make corrisponding text bmp.mdl s to replace all the normal bmp.mdl s. The .png s should be available in the art SVN in the 32bitpng section.
well, i guess that would be the desired next step, but KGJV says here that the whole alpha channel support is kind of a fortunate side effect. It is unclear how many functions don't really support it yet.
I'm not entirely sure, but i think GaugeImageRect() doesn't like alpha channels yet, for instance. I'll have to check.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.