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Posted: Sun Jul 25, 2010 12:52 pm
by SP4WN
So, is it possible to turn off the old method of transparency(#000000) color when using the .png/text .mdl style?


I assume it would be something in the code, quite possibly inside the text mdl itself.

Posted: Sun Jul 25, 2010 2:27 pm
by Andon
I've never been able to turn it off using the text mdl files - #000000 has always been transparent for me. I've only got around it by using something like #010101 or similar

Posted: Sun Jul 25, 2010 4:13 pm
by SP4WN
Andon wrote:QUOTE (Andon @ Jul 25 2010, 03:27 PM) I've never been able to turn it off using the text mdl files - #000000 has always been transparent for me. I've only got around it by using something like #010101 or similar
Thats the way i have usually done it myself, im just wondering if there is a more controlled method of sorting this out.

Do we even know the reason #000000 Alpha's in the engine?

Posted: Sun Jul 25, 2010 5:04 pm
by pkk
Bitmaps/MDLs were unable to define a alpha channel, so they used #000000?

Posted: Sun Jul 25, 2010 5:11 pm
by Psychosis
the idea is pretty awesome, however, your going to need to redo all of the textures that rely upon that #000000 = transparency thing

Posted: Sun Jul 25, 2010 5:20 pm
by SP4WN
pkk wrote:QUOTE (pkk @ Jul 25 2010, 06:04 PM) Bitmaps/MDLs were unable to define a alpha channel, so they used #000000?
After a chat with Imago it appears;

[17:16] <Dark|Book> WHY DOES THE ENGINE RENDER #000000 AS TRANSPARENT
[17:17] <Loriana> cause it doesnt render like transparent png's
[17:17] <+Imago> LAZY LEGACY SUPPORT FOR CHROMA KEY
[17:17] <Dark|Book> umm
[17:17] <Dark|Book> yes it does lori
[17:18] <Loriana> oh ie does now?
[17:18] <+Imago> I ADDED ALPHA BLENDING
[17:18] <Loriana> *it
[17:18] <+Imago> IN R5
[17:18] <Loriana> :D
[17:18] <Loriana> cute
[17:18] <+Imago> rub meh back?
[17:18] <Loriana> now make normal maps and stuff
[17:18] <Dark|Book> IS IT FIXABLE?
[17:18] <Loriana> no until you make normal maps
[17:19] <+Imago> YES
Psychosis wrote:QUOTE (Psychosis @ Jul 25 2010, 06:11 PM) the idea is pretty awesome, however, your going to need to redo all of the textures that rely upon that #000000 = transparency thing
I am already redoing the whole image system, firstly i am redoing the whole GUI system into a new system which is all .png once that is completed I will be looking at converting the rest of the doable artwork into .png too. (R6)

Upon completion of that I will be working on turning Allegiances GUI system into a complete VectorUI, so it will be resolution scalable(no more 800*600 on hi res monitors!) quite a daunting task, but hoping to get it finished by R7.

Posted: Sun Jul 25, 2010 6:52 pm
by KGJV
SP4WN wrote:QUOTE (SP4WN @ Jul 25 2010, 07:20 PM) [17:18] <+Imago> I ADDED ALPHA BLENDING
[17:18] <Loriana> *it
[17:18] <+Imago> IN R5
Plz Tell Imago to stop 'stealing' credit. Doofus did the DX9 port which (accidentally) enabled alpha blending and then Imago fixed some bugs around this.

When it comes to coding, there is a HUGE distinction between ADDING something new and FIXING something already there.

Just a friendly reminder ;)

Posted: Mon Jul 26, 2010 7:36 pm
by Imago
it's out of context, we were talking about the specific blend mode which i indeed ADDED to the ones that doofus already established. *greasemonkey on*.