UIModding - transparent GamePanes

Discussion area for user-created Allegiance models, textures, voicechats, music, and other ingame content.
Bunnywabbit
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Location: Amsterdam, the Netherlands

Post by Bunnywabbit »

i'l be setting something up soonish; i promised Orion i'd have it ready yesterday ...
:whistle:

As promised...

there you go.

as usual, unzip to your artwork directory.
vanilla versions of the overwritten artwork mdl's are in the backup directories.

use at your own discretion. do not use if you don't have at least an idea of what you'll be overwriting.

etcetera etcetera
Last edited by Bunnywabbit on Wed Apr 14, 2010 9:46 pm, edited 1 time in total.
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Orion
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Post by Orion »

Thanks :)
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TurkeyXIII
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Post by TurkeyXIII »

Does this mean other textures can be transparent as well? Like particle sprites, or even the textures on models?
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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Post by Bunnywabbit »

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?
no idea. try :)
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TurkeyXIII
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Post by TurkeyXIII »

<--Too noob to make things transparent :doh:
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Adaven
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Post by Adaven »

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.
pkk
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Location: Germany, Munich

Post by pkk »

Submitted code change on CortUI for transparent command pane.



Link:
http://cortui.rtsquad.org/ticket/25
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.
madpeople
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Location: England

Post by madpeople »

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.
Bunnywabbit
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Post by Bunnywabbit »

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.

by the way mad, you are cordially invited toshare your knowledge about UI modding on the wiki. :)
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pkk
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Post by pkk »

I've completed the investment pane (defined by WinTrek/loadout.cpp):



Download (extract to textures directory):
http://dl.dropbox.com/u/2975104/Transparen...s_directory.zip
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.
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