TGA Transparancy?

Moderator: Graf Zahl

Locked
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

TGA Transparancy?

Post by Deathlike2 »

I'm not sure if this belonged in the bug reports section or here...

Basically, I'm just requesting for TGA transparancy to be supported. (I think this is what is missing.) I'm trying to use the TGA files from Heretic retexturing project (downloaded from Jfiles) in GZDoom, and it seems that some of the textures don't seem to look right.. the most notable one is the spider web image used in E1M1 past the door that requires the yellow key.

Here's what I'm seeing...
Image
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Can you give me a link to that texture pack?
User avatar
Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

Post by Cutmanmike »

I had the same problem with a similar wad. It suddenly fixed after I changed made some ammendments to the wad so I ignored it.
Can you give me a link to that texture pack?
Hmm maybe you should just lock every thread where the bug reporter fails to post the wad they're using in the first post :P
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

Graf Zahl wrote:Can you give me a link to that texture pack?
http://forums.jfiles.org/dload.php?acti ... file_id=27

Make sure you have a quality download manager. This site seems to have problems having complete downloads in one go.
Cutmanmike wrote:Hmm maybe you should just lock every thread where the bug reporter fails to post the wad they're using in the first post :P
For a thought, a texturing project is supposed to replace all the textures in the original WAD... in this case, Heretic. I don't think it was that unclear. Besides, I cannot post/link to the original WAD anyways. :P
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

An update to what GZDoom 1.0.06 does...

Some pics:

One side:
Image

Other side:
Image
User avatar
Alter
Posts: 851
Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz

Post by Alter »

looks like there's one TGA channel implemented?
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

Although this is still occuring in 1.0.10, I wonder what is the actual problem.. and will this be fixed/addressed?
Last edited by Deathlike2 on Fri May 19, 2006 3:54, edited 1 time in total.
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

Image

I sooooo want TGA transparency supported. In my case, as a PSP user, it's the only way to mess with Alpha Channels.
SlayeR
Posts: 120
Joined: Wed Aug 31, 2005 6:23
Location: Somewhere
Contact:

Post by SlayeR »

Why not use png? PSP saves alpha channels to pngs just fine (only 32bit ones though, but even they are smaller than tga's anyway)
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

SlayeR wrote:Why not use png? PSP saves alpha channels to pngs just fine (only 32bit ones though, but even they are smaller than tga's anyway)
I was expecting the Heretic retexturing pack to use PNG.. but unfortunately that is not the case. In any case, it shouldn't be out of the question to support transparancies on image formats that use said feature.
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

SlayeR wrote:Why not use png? PSP saves alpha channels to pngs just fine (only 32bit ones though, but even they are smaller than tga's anyway)
What version? 7.0 says Alpha Channels are not supported in 32 bit pngs (yes, I know it's retarded :( )
SlayeR
Posts: 120
Joined: Wed Aug 31, 2005 6:23
Location: Somewhere
Contact:

Post by SlayeR »

But 32bit implies an alpha channel: 8 bits for red, 8 for green, 8 for blue and 8 for alpha. I haven't used 7 for ages so I cant remember wether is worked with png+alpha or not. PSP 8 was pretty terrible but 9 and X are nice (well, as long as you get the update for X, the initial version is really buggy).
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Do they still do downloadable trial versions of PSP or has the move to Corel mean that it is now only an off the shelf package? I like PSP 7.04 and would consider an upgrade but would also like to try before I buy.
User avatar
Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

Yeah, they have trials.
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

I wrote:(yes, I know it's retarded :( )
Bleh. Note to self-you're retarded. PSP 7.0 DOES save Alpha Channels :D w00t. Except it calls them masks, NOT alphas :? anyway, bleh.
Locked

Return to “Closed Feature Suggestions”