[V] Knobby
Volition Staff
This is an editor thing. You should be able to select a color as alpha when saving the tga.
Im not to sure how to do that, I can try and look it up online tho if you dont have time to explain , would I do that from channels window or from the DDS window that pops up when I save, all I realy know about the alpha channel is that with DDX1 I think Alpha is renderd as transparentThis is an editor thing. You should be able to select a color as alpha when saving the tga.
What image editing program do you use for it? so how would you go about making everything apart from the icons apear do I need to set every thing to the alpha channel apart from the icons im guessing?any info would be greatUsually, Black is what stays and White is what is knocked out. But you have to of course have the additional "A" channel for an RGBA image. I've never messed with the image options you have up there so I won't be any help there.
<PersistFilename>D:\projects\sr35\art\Interface\bms\homies\ui_homie_generic.tga</PersistFilename>
I still have no idea what caused the 00 sheet to play up like that. This is just a guess but can the sheets not be bigger than 1200px as iv noticed thats the size used by textures for weapons or does the oo sheet have to be a set shape as I only extended it verticaly, and the sheet is cut up by ui_bms_00.xtbl, in this styleWhat did you do to change the 00 sheet that caused everything to be blacked out? Did you change some coordinates in table files or something? I can't remember exactly how those are cut up.
<Properties>
<Name>ui_missions_bubble_top</Name>
<StartX>1</StartX>
<StartY>1</StartY>
<ImageWidth>468</ImageWidth>
<ImageHeight>22</ImageHeight>
<PersistFilename>D:\projects\sr35\art\Interface\bms\quest_log\ui_missions_bubble_top.tga</PersistFilename>
</Properties>
Hmm maybe, I dont realy know a whole lot about how the memory works on this gameIt's very possible that they all load into the same mempool and making that bigger makes others not fit? We might also require something like power of 2 or square textures, but I don't think that is the case with interface stuff.