Png partial-transparency does not work
Posted: Sat May 13, 2006 23:51
Png transparency does not work (where transparency is not 100% but let's say 75%) it shows all pixels as non transparent...
Obviously or they wouldn't show up at all, yeah I guess I posted this at wrong thread...Shinjanji wrote:Are you importing the PNGs properly?
Actually, that's not correct. Are you using XWE? If so, are you using "Load (Raw Data)" when you import your files?kinkyfriend85 wrote:Obviously or they wouldn't show up at all
Hmm I guess I forgot to add that they are in zip file (I really thought I had done that in the first message here, but my bad.. If they were in a wad then they wouldnt stay transparent at all (except for the given colour that is transparent ingame) because once an image is copied to the wad then its changed to the given palette etc.. but in a zip if it doesnt work like it should, then it's not that there's something wrong with the pngs (and it is not.) The thing is that if I have partial transparency, lets say for a fire on a weapon sprite, the fire end up 100% solid everywhere.Sir_Alien wrote:Actually, that's not correct. Are you using XWE? If so, are you using "Load (Raw Data)" when you import your files?kinkyfriend85 wrote:Obviously or they wouldn't show up at all
That feature seems kinda weird, and I am not new to pnging or imaging at all (have done it for many years, only I am not as good with computer game graphics as I am with editing etc.) But I can still do some cool stuff, anywaySir_Alien wrote:Have you followed the instructions in this thread?
Not true, in a number of ways. If you put a PNG in a WAD in its "raw" format (as XWE describes it) then the data is in the WAD as a png - not the Doom graphic format. My recently released Thief wad for Heretic has many textures and sprites in it - most of which are in PNG format and are in the WAD. They were not "changed to the given palette". They kept their own palette from the png graphic. I used DeePsea to put them in the WAD, but XWE can do it too - also without palette conversion.kinkyfriend85 wrote:If they were in a wad then they wouldnt stay transparent at all (except for the given colour that is transparent ingame) because once an image is copied to the wad then its changed to the given palette etc.. but in a zip if it doesnt work like it should, then it's not that there's something wrong with the pngs (and it is not.)
OFC I know how to save transparency in pngs, anyone who cant do that is a dumbass lol, unless they are noobs to imaging and don't know what programme to use. I really wonder whats the point with having to write some code to get partial transparency to work, kinda should work right away! (offtopic, me is thinking about making this project for Dreamcast Prboom as well, would result in some cut downs but whatever.)Enjay wrote:Not true, in a number of ways. If you put a PNG in a WAD in its "raw" format (as XWE describes it) then the data is in the WAD as a png - not the Doom graphic format. My recently released Thief wad for Heretic has many textures and sprites in it - most of which are in PNG format and are in the WAD. They were not "changed to the given palette". They kept their own palette from the png graphic. I used DeePsea to put them in the WAD, but XWE can do it too - also without palette conversion.kinkyfriend85 wrote:If they were in a wad then they wouldnt stay transparent at all (except for the given colour that is transparent ingame) because once an image is copied to the wad then its changed to the given palette etc.. but in a zip if it doesnt work like it should, then it's not that there's something wrong with the pngs (and it is not.)
Transparency is supported. Check the png sprites also in my Thief WAD. You save the png with transparency information using your graphics editor and it works in game.
There is no "given colour" that is transparent in game in the Doom graphic format - be it cyan, magenta or whatever. Those colours are only used by convention to mark areas that will be converted to truly transparent in the Doom graphic format.
Partial transparency can be made to work. The only way I have successfully managed is to have a normal image and a full colour one (with partial transparency) remapped to it using the hirestex lump. There may be other ways: I only did it to see if I could. I have not used it extensively.
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