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.
[fixed] Transparent texture oddity
Moderator: Graf Zahl
- Nash
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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.
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.
- Nash
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It doesn't matter if the texture is PNG or not.be it Doom image format or PNG or whatever
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.
- Graf Zahl
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