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[fixed] Transparent texture oddity

Posted: Tue May 09, 2006 17:03
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.

Posted: Tue May 09, 2006 17:46
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?

Posted: Tue May 09, 2006 17:53
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.

Posted: Wed May 10, 2006 14:52
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.

Posted: Fri May 19, 2006 10:00
by Graf Zahl
Fixed. You should have said that you are dynamic lights.