Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: tiagocorreia on Wed 10/05/2006 17:03:18

Title: 32bit transparent mouse over (SOLVED)
Post by: tiagocorreia on Wed 10/05/2006 17:03:18
Hello,

I've found what I think it is  bug.

When importing sprites with 32bit, they are now shown correctly on the sprite manager, but during the game they are fine. But soem times the sprites imported also get pink colour on some parts of the transparent areas. This pink areas work fine on the game, and Game.GetLocationName return an empty string, if it is on the pink areas (which is great). But for sprites that don't have the pink areas, the transparent areas in the game are just like being on the top of the object.

Can this bug be solved some how?

I've put here two TGA files that I imported, that behave differently, so you could test it.

Just a small notice, in windows preview the same problem occurs. One image is transparent (more or less) the other is not.

http://www.sirbabyface.net/files/nails%20small.tga
http://www.sirbabyface.net/files/seaweeds%20small.tga
Title: Re: 32bit transparent mouse over
Post by: Wretched on Wed 10/05/2006 18:00:24
Ok I see what you mean, AGS isn't using the alpha part of the texture when checking for see through. So (100,100,100,255) is not see throughable even though it will appear 100% transparent. I don't think there is a get around in AGS, in photoshop I can just magic wand the transparant parts with tolerence 0 then clear the area and save, to fix it.
Title: Re: 32bit transparent mouse over
Post by: Pumaman on Wed 10/05/2006 20:51:33
Yes, AGS doesn't use the alpha channel for hit testing or collision detection, but purely as a visual effect. Any fully transparent pixels should be set to the (255,0,255) RGB colour.
Title: Re: 32bit transparent mouse over
Post by: tiagocorreia on Wed 10/05/2006 23:10:12
Thanks. That solved the problem.

Just put (255,0,255) in the complete transparent areas.