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Gecko Lee
June 15th, 2007, 17:54
I've attached a screenshot. As you can see, the palm bark in the background has a black background whereas the barrel in the foreground is transparent.

Any suggestions? :(

Xenobond
June 15th, 2007, 19:32
What program are you using to make the textures?

Gecko Lee
June 15th, 2007, 19:50
I use Paint Shop Pro X.

It seems that the bark is no real sprite, but normal geometry which has the same attributes as a sprite: moving textures. Therefore, it must be a specific problem or Maybe the plugin (Jabo) is still bugged.

Iconoclast
June 15th, 2007, 20:37
Dunno about version X, but I do know Paint Shop Pro 7 for me doesn't support the alpha channel. It just makes everything full opacity unless its something you drew on stage or you pasted an RGBA image onto a layer in front of the transparent background layer.

The black shadow in other terms has lost its alpha channel when you save it, at least that's what I think.

Gecko Lee
June 15th, 2007, 21:07
Oh dear. :unsure:

Iconoclast
June 15th, 2007, 21:14
http://i78.photobucket.com/albums/j112/rswedlo/Logged%20N64%20Textures/C9A3B3EC287F7B4D69C32A5EE67C374C.png

Gecko Lee
June 15th, 2007, 21:21
Didn't work out. :(

Maybe it's a limitation of the engine as the original bark was really fat. It just filled the whole resolution.

http://www.ssb-center.com/images_articles/ssb/arenes/Congo%20jungle.PNG

Iconoclast
June 15th, 2007, 21:35
The texture is three-dimensionally wrapped around the tree polyhedron, cylindrically. Try this instead.

http://i78.photobucket.com/albums/j112/rswedlo/Logged%20N64%20Textures/C9A3B3EC287F7B4D69C32A5EE67C374C-1.png

Gecko Lee
June 15th, 2007, 21:50
You described it very well. Thank you very much for your help. Still, it won't work.
Could my graphics card be the problem? It's a Radeon 9200 mobile.

Still it could be impossible as the original creators made a texture with which they probably have circumvented this problem.

Do you know if this problem exists when using Rice's plugin?

Iconoclast
June 15th, 2007, 22:08
Well, I never really was the master of nets. :P I do (and really should've) know, though, that it was wrong of me to rotate the texture verically like that. It's supposed to be upside down, so that the game will rotate the texture itself. If you rotate the texture for the game, it will only be rotated again. Probably one of Nintendo's emulation paranoia things; I don't know, they do this with many other games.

http://i78.photobucket.com/albums/j112/rswedlo/Logged%20N64%20Textures/C9A3B3EC287F7B4D69C32A5EE67C374C-2.png

Your graphics card should not affect how textures are wrapped, I don't think.

Rice's I'm not sure about. It may fix the black background of the tree texture, which should really be transparent, with some alpha settings. Try checking "Normal Alpha Blender" in Jabo's advanced options.

To be honest, I'm feeling too lazy to actually get into the game and dump the texture myself, look at what's going on and why just the native texture has no issues, maybe others will like that job more than I will, but I'll try to answer your questions.

But now I think I see the point of Xenobond's question. It's the program that's saving it. The native texture had a different formatting level of PNG that affected the background's transparency storage method, ..I guess. :P Try saving changes to it with various programs; I used ArtIcons Pro.

Gecko Lee
June 15th, 2007, 22:16
YES! This fucking works! Force normal blender - thank you very much!!! :party:

So I'll be adding my first screenshots, soon. Just finished one texture after 3 hours of work. What a pain in the ass. Thank you so much for your help!