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Alpha Channeled PNG weapons oddity

Posted: Tue May 23, 2006 20:07
by Paul
So I made myself a cyan lightsaber with a subtle glow around it (note I left the transparency evidently bugged (not entirely transparent frame) on one frame just to show this error:

Ahh, nice subtle glow (albeit, temporarily buggy transparency)
Image

WTF?!?!
Image

The weapon is bright.

Here is teh wad:
http://paul.drdteam.org/Stuff/GType_Lsaber.wad

Specs:
Dirext x 9 Radeon 9200 SE Athlon 1 Ghz, 512 DDRam, Gzdoom 1-0-10

Note the level and stuff aren't included. I seriously doubt it's a necessity, but if it is, let me know, so I can, in the least, wrap that mess of 6 resource files and link it.

Another note: Usual PNGS work very fine for menu items, hudmessages and textures, but not sprites. No I haven't offseted them, I used Caligari's method of remapping the sprites.

Note to peeking ellmo: it is not R One.

Note to authors: May use this in additional wads.

Posted: Tue May 23, 2006 21:19
by Graf Zahl
If you look closely you will see that the alpha channel is actually working. The problem is that in order to render the normal low-res sprites correctly I have to cut off the translucent parts of the border eventually. But this must not be done for graphics that contain a real alpha channel. I'm afraid that this is not a trivial thing to change properly so it will probably take some time.

Posted: Tue May 23, 2006 21:23
by Paul
Yes the alpha is working, only not properly. I think I understand, from your explanation, why that is happening. I am content in knowledge this will get resolves, eventually.

Don't worry about this wad, I can still get away with a non-glowing lightsaber. Thanks for your time.

Posted: Wed Jul 12, 2006 19:14
by Nash
Sorry to bump this.

I hope this is fixed soon.

I use a lot of HIRESTEX sprite/graphic remapping, and I'm getting insane amounts of white artifacts everywhere in my alpha'd PNGs. =/

Posted: Sun Sep 23, 2007 22:36
by Lazureus
I get white artifacts in my PNGs whenever they're used near a horizon line oO.

Posted: Sun Sep 23, 2007 23:40
by Graf Zahl
Nash wrote:Sorry to bump this.

I hope this is fixed soon.

Sorry for the long wait. Don't worry, this will be taken care of for the 1.0.27 release. All the technical stuff to handle this is in, what's left is writing a decent analyzer function that doesn't take too much time to check the alpha channel of the textures.

Posted: Tue Sep 25, 2007 10:29
by Nash
Good to hear. Does that mean this will work properly?

Posted: Wed Sep 26, 2007 23:52
by Graf Zahl
Fixed. Unfortunately I don't have anything to test this with so it will be released untested.

Posted: Thu Sep 27, 2007 6:46
by Nash
How about the small example file in the other thread? Here I'll link it:

http://nash.wanzafran.com/doomstuff/smoke.zip

Posted: Sun Oct 14, 2007 20:34
by Nash
Apparently in 1.0.27 this still isn't working?

In my example WAD (http://nash.wanzafran.com/doomstuff/smoke.zip) the smoke edges still aren't fading out smoothly.

Granted, the graphic I created doesn't exactly fade out the smoothest, but it definitely looks a lot smoother in Photoshop and SLumpEd than in-game with 1.0.27.

EDIT: I changed the smoke sprite to something more visible (a simple circular gradient). The translucency is more obvious now. You'll see that outside of GZDoom, it is a perfectly smoothed circular gradient.

File is same link.

Posted: Sun Oct 14, 2007 21:41
by Graf Zahl
Fixed. It was working for paletted pictures with alpha channel but not for true color.

Posted: Tue Oct 16, 2007 17:03
by KeksDose
HELL YES!
Thanks a hella much for fixing this! =D
Eh, later on to create fairly decent black holes :3