Hi Guys, Sprites, Alpha and Illusionary Created 19 years ago2005-01-04 04:57:10 UTC by showster showster

Created 19 years ago2005-01-04 04:57:10 UTC by showster showster

Posted 19 years ago2005-01-04 04:57:10 UTC Post #81583
I am having a complete balls of a time getting my palm tree to work ingame at the moment, wandered if you could help me

http://dynamic6.gamespy.com/~rol/sos/test1.jpg

The link above is the texture I am using, basically the blue won't go away no matter what I try.

At the moment it is setup as a basic func_illusionary, rendermode solid renderamt 255 thats about it, the texture is in a custom wad called {Palm_TOP. I have checked the palette in the wad lots of times...

whats the simple thing I am missing here?

:badass:

and yeah it should really be a sprite but until I can work this I shudn't worry about a tree sprite hehe

thanks for your time Show
Posted 19 years ago2005-01-04 05:35:18 UTC Post #81590
Is that pure blue the last colour in the pallet?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-01-04 08:32:03 UTC Post #81618
And is it pure plue? (0 0 255)
Posted 19 years ago2005-01-04 10:50:58 UTC Post #81638
don't u have to define the blue as transparent with the Decal Tool.
Posted 19 years ago2005-01-04 10:51:59 UTC Post #81639
in wally.
Posted 19 years ago2005-01-04 16:28:20 UTC Post #81666
wally? Um.. No You don't { defines Textures with the "Blue" mask.

Make the last entry in the pal. Pure Blue, in your brush based entity, make sure the Render mode is Solid, and Render FX is 255

For models, you need the new and updated Game DLL (Steamy hl) that suppourts masking in model testures.

So, Hl v1.1.1.0 Will Not allow you to have masked textures in models.

That's it.

for Sprites, The Blue, should actually be Black - since in sprites, Black is invisible, and how dark a colour is determines how transparent it is.
That's Additive sprites btw,

A good sprite proggy will let you make a different kind of sprite, one with a pink/purple background - that's for using sprites where there is black.

Have a look throught the pack, and find agrunt.spr (or something similar)
That's got the different type of sprityness there.

Oh, wait, you didn't ask about models, oh well... too late, its staying in there :P
Posted 19 years ago2005-01-06 11:58:41 UTC Post #82021
I tried that as well kol, but it stil doesn't work, I had big 256x256 textures of tall skyscrapers from a sky tga, and I erased the skypart and replaced it with solid pure blue so I could have realistic looking buildings from a distance.. however in Wally even though the texure color was pure blue (0, 0, 255) with a "{" in front of the name.. I could'nt get the blue to appear transparent... This has happened for a lot of mod makers such as the makers of "Redemption" In it there custom textures appear to be using the "texture, 90" effect, instead of the "Solid, 255" effect.. so i take it they had the same problem.

Somebody more familiar with this should make a fool proof tutorial here..

Its a very common mishappen.. and would be use very much.. even from advanced mappers!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-01-06 11:59:35 UTC Post #82022
oh and for sprites... use addictive, 128.

I find it works best.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-01-06 13:48:40 UTC Post #82052
:

Ok.. i have NEVER encountered this problem. Ever..
You must be making some very simple mistake.

Is the Blue Colour Pure Blue AND The LAST entry in the pal. of colours ?
Posted 19 years ago2005-01-06 16:12:07 UTC Post #82068
yep.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-01-06 16:50:53 UTC Post #82082
:zonked:

Ok.. and is the actual colour blue in the texture blue? becuase sometimes when you change pal. colour depth you get (RGB 0 0 255) turning into (RGB 2 1 253) or someting similar...
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