SPOILERS Saints Row IV - UI Homie Icons

This is an editor thing. You should be able to select a color as alpha when saving the tga.
 
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 :D, 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 transparent

Iv had look in PS quickly and is this what your refering to would I select a border colour then, check the box 'Alpha Zero Border'?

but if I select black to render as transparent wouldnt that make any icon that uses black part of it would not apear?

2hn7ryp.jpg
 
Unfortunately, I can't help you there. I'll see if Randall knows(probably does, he's good like that).
 
Usually, 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.
 
Usually, 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.
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 great
as iv been stuck in this for like 2 months now :(

and thank you Knobby, I love how you always have your ways of getting other staff members to come over to these forums :')

Edit: After looking around for a while iv come to the conlution that Photoshop cant do this job very well and that I should just get Gimp and use Colour to Alpha and that should get the job done btw is it DDX1 im ment to be exporting as just to be sure

Edit:Loaded up gimp and loaded just a random hud dds (one that has radio logos etc)
and by default it loaded in with the alpha channel already done I guess photoshop was converting it into standerd RGB and I was loosing that one channel

Edit:
Any idea how I could solve the cliping ishues as the icons have to be smaller than the icon im replacing and this will cause ishues with the in game hud (This was just a test need to add strokes to icons)

Edit: Iv worked out how to sort the cliping ishues without having to mess around with the image through the table for that image file, so I was thinking of extending the image and adding in new icons the only ishue im having tho is what would I do about this part of the table if I was adding in new icons
Code:
<PersistFilename>D:\projects\sr35\art\Interface\bms\homies\ui_homie_generic.tga</PersistFilename>

Id be realy greatfull if some one could help me with this it would allow me to add icons then im guessing for any thing in game as they all tend to work in the same way :D


Edit: ok iv come into a massive problem I had icons loading into the game fine with alpha as you can see from below, but I went to edit user intrface bitmap sheet 00 and I repacked it then every single other user interface bitmap sheet was effected, evan tho I only edited the one bitmap sheet iv tryed many times and evan tryed with fresh files, It makes no sence why this is happening

all bitmap sheets are blacked out theyr missing both the image its self blacked out and the alpha channel. Im guessing im having ishues with the export format but it still makes no sence to me why the other bitmap sheets are effected evan tho I have not touched them at all :S

dw5jsm.jpg
 
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What 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.
 
What 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.
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 style

Code:
  <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>

Persist file name can be duplicated for multible entrys, and iv tryed the sheet without making any changes and just exporting it out of gimp and the same happends :s, I realy dont understand why 00 sheet is effecting other sheets
 
It'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.
 
It'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.
Hmm maybe, I dont realy know a whole lot about how the memory works on this game
but Iv extended Sheet 04 up to 1200px in height and it runs fine I cant rember the default but it was around 900px I think, I only extended sheet 00 by 200px also I tryed not extending it at all and just adding in the space left in the bottom left corner then saving and repacking it etc and still had the same problem :|.

atm im using a work around and just adding every thing into sheet 04 :') but thats not a perfect solution as I know im prob going to hit a limit in the sheets table
 
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