Forums » General
Ok so me and Reno at least are having problems with the new skin. As soon as I bring the image into photoshop, edit it, and save it out as a new png; it looses its transparent background leaving a white box. Not in the actual file, just in game.
Also, the transparency for the whole file seems to be set from the most opaque pixel in the image. If I leave the transparency of the original power bar, and simply alter the colour, the white background has the transparency level from the bar. If I make a new one, with a fully opaque bar and a transparent background, the background is fully opaque and white.
Also, the transparency for the whole file seems to be set from the most opaque pixel in the image. If I leave the transparency of the original power bar, and simply alter the colour, the white background has the transparency level from the bar. If I make a new one, with a fully opaque bar and a transparent background, the background is fully opaque and white.
Ok the only difference that I can see between the original files and the altered ones (mine anyway), is that there is a colour profile assigned to mine. Is that the problem? I'm having a tough time getting photoshop to not assign a profile to it when I save it.
o.O
M. Duncan
M. Duncan
Thanks man.
saved file:
http://thurisaz.dhaova.net/bugs/hud_radar_right.png
in-game render:
http://thurisaz.dhaova.net/bugs/screwed-render.png
http://thurisaz.dhaova.net/bugs/hud_radar_right.png
in-game render:
http://thurisaz.dhaova.net/bugs/screwed-render.png
At least you're getting a transparent background. What program did you use?
I use the GIMP on x86 linux; at least it isn't a problem with layer-specific opacity, I made sure to merge-visible with an empty layer to get it to 100%
Yeah, I'm on a Mac... OSX 10.4
I'm starting to think that its the Mac ColorSync profile utility. Its the only thing I can see that is different between the original file and the saved one.
I'm starting to think that its the Mac ColorSync profile utility. Its the only thing I can see that is different between the original file and the saved one.
umm... I'm getting something sorta trasparent, but the original is only 20% opaque, and the render seems closer to 60-80%
--and have you tried saving an image without the colorsync profile?
--and have you tried saving an image without the colorsync profile?
erk... a bit more info from playing around:
-no semitransparency at all (either 100% or 0% opaque) leaves a solid white background across the entire image (is this what you're getting, Snax?)
-anything between 1-99% opacity anywhere in the image makes a 1-2 pixel wide white border around opaque areas..
-no semitransparency at all (either 100% or 0% opaque) leaves a solid white background across the entire image (is this what you're getting, Snax?)
-anything between 1-99% opacity anywhere in the image makes a 1-2 pixel wide white border around opaque areas..
AAAAAAAAAAAAAAAAAAAAAAAAAARG!
http://home.arcor.de/famscheffler/hud_radar.xcf
That's how I worked around it. the png version of it looks ok ingame could maybe be better if the extra layer is expanded a bit. Might not be the best way but it seems to work. :P
seems like ven goes bonkers if the opacity is too low or something.
That's how I worked around it. the png version of it looks ok ingame could maybe be better if the extra layer is expanded a bit. Might not be the best way but it seems to work. :P
seems like ven goes bonkers if the opacity is too low or something.
Thurisaz: Not really. For instance, I can take the original file the Devs supplied, open it, and simply save it again, and it doesn't work.
Photoshop is doing something to the file.
Photoshop is doing something to the file.
I render a most of the HUD components with pre-multiplied alpha now.
Save the image with alpha but with a black layer under everything.
You have to beware, though. If you re-load the png, it will reapply the alpha and then mess it up when re-saving again.
Most if not all paint programs screw up alpha and even if the program handles it properly, it's still easy for the user to mess something up and stuff wouldn't look right.
Note: Premultiplied alpha is the 'correct' way to do any sort of overlay.
Save the image with alpha but with a black layer under everything.
You have to beware, though. If you re-load the png, it will reapply the alpha and then mess it up when re-saving again.
Most if not all paint programs screw up alpha and even if the program handles it properly, it's still easy for the user to mess something up and stuff wouldn't look right.
Note: Premultiplied alpha is the 'correct' way to do any sort of overlay.
Premultiplying in photoshop?!
I know about premultiplying for compositing programs... but you can do this in Photoshop?
I know about premultiplying for compositing programs... but you can do this in Photoshop?
I think that's how I used to do it. but it created a black backgroudn in this version ...
/me tries again
/me tries again
If you simply create the power bar with a black background, instead of a transparent background, you do indeed get a black background ingame.
What program are you using to do the HUD elements Ray?
What program are you using to do the HUD elements Ray?
Doh. I think I got it.
Edit: nope.
Ok so, I saved the file with a black background, and an alpha channel. It still shows a black background ingame.
Edit: nope.
Ok so, I saved the file with a black background, and an alpha channel. It still shows a black background ingame.
right .. same here.
Oddly enough adding a black bg works with the old hud.
EDIT: do tell!?!
Oddly enough adding a black bg works with the old hud.
EDIT: do tell!?!
Another question:
Are you guys using PNG-8 or PNG-24?
And would this make a difference? I'm still having absolutely nooooo luck with this. Alpha channels or not. No transparency is showing up ingame.
Are you guys using PNG-8 or PNG-24?
And would this make a difference? I'm still having absolutely nooooo luck with this. Alpha channels or not. No transparency is showing up ingame.