[fixed] Transparent texture oddity

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

[fixed] Transparent texture oddity

Post by Nash »

In older versions (and in software ZDoom too), if you use any textures with transparent pixels (be it Doom image format or PNG or whatever) on a solid floor or ceiling, the transparent areas will appear BLACK.

In 1.0.0.4, they appear WHITE.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

If you are using a PNG these pixels will always have the color of that pixel as it is defined in the palette. Photoshop again?
DaniJ
Posts: 130
Joined: Sat Oct 08, 2005 19:22

Post by DaniJ »

Sounds like your not saving the PNG correctly.

If in doubt, save to TGA first and then flatten the TGA before saving to PNG. This will ensure that Photoshop puts the alpha data in the correct place.

The problem is because of the way the PNG support works in Photoshop. It doesn't seperate the alpha data into the alpha channel, it instead creates an alpha layer mask.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

be it Doom image format or PNG or whatever
It doesn't matter if the texture is PNG or not.

See, there are some transparent textures from Tormentor's Blood Resource Pack which I use a lot on the floor and ceiling (I'm not using actual flats, I'm using the textures). The textures in that resource pack are all in the Doom image format, right?

Since I'm using those textures on solid floors/ceilings instead of 3-d floors, there's nothing to draw behind the transparent pixels.

In older versions of GZDoom, they are simply rendered as black. Which somehow seems fitting, considering the overall look of my map.

However, they are now white which totally spoils the look of my map.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Fixed. You should have said that you are dynamic lights.
Locked

Return to “Closed Bugs”