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Posted: 29 Aug 2006, 15:29
by Erom
DO keep in mind that we have only on/off transparency, so true anti aliasing is impossible. This is sort of what ends up pushing you toward single pixel editing.

Masse, have you tried those in game? They look really small to me, but maybe that's just the giffs.

Posted: 29 Aug 2006, 19:02
by Masse
i did try em in game and they are small :D and i would made them bigger if i had the intrest :)

Posted: 30 Aug 2006, 04:11
by mongus
Erom, try the xect vs mynn mod, those are included iirc.

and yep some are bit smallerish.. (and guard icon.. not good..)

Posted: 30 Aug 2006, 10:17
by aGorm
Yo, can I just ask WHY there isnt alpha transparancy...? I mean... spring can load images that have alpha layers, surly this would be dead easy to implament...

aGorm

Posted: 30 Aug 2006, 12:27
by Mugslugs
erom thats what super sampling and transparency antialiasing are for :P

Posted: 30 Aug 2006, 12:31
by unpossible
Mugslugs wrote:erom thats what super sampling and transparency antialiasing are for :P
surely they don't work for cursors?

Posted: 30 Aug 2006, 12:33
by Argh
aGorm, I strongly suspect that in the next version of Spring, you will have alpha transparency for most images in the game, aside from 3D models. It certainly looks like things are very rapidly going that way...

Posted: 30 Aug 2006, 14:25
by AF
The vast majority of stuff outside models now uses alphamasks

Posted: 30 Aug 2006, 14:43
by aGorm
Cool, does it use them in the alpha channel of the image, IE TGA style? Or would it be able to take png's aswell??

Was thinking I could render out some 3d ones at 10 times the needed size, then shrink them down to make them nice and pretty and antianilsed (I cant spell that).

aGorm

Posted: 30 Aug 2006, 21:14
by Argh
It uses alpha channels, TGA-style.

Posted: 30 Aug 2006, 21:32
by KDR_11k
Gorm: Can't you just enable antialiasing in your 3d app?

Posted: 30 Aug 2006, 23:46
by aGorm
I Can't render to no background (as far as I know) but I can render to solid colour, Anyway it wont make any difference rendering at 1000x1000 and shrinking to 100x100 oposed to 100x100 antialised, because all antialising is is basicly doing things at a higher res and sampleing them down anyway.

I'll just do it how i know it works...

Each to there own and all that :-)

aGorm