This is my first post here - so I'd like to begin by saying that I've found this forum a tremendous resource for answering most of my questions. Normally, if you read the docs and search the forums, you can find the answer to a problem without having to post, but in this case, I need some extra help.
I've seen a few threads on alpha channels and how to make them work, but they don't seem to work for me.
Here's what I've done - tell me where the problem lies:
- My game is set to 32-bit.
- I created my character sprite in Photoshop CS and drew the shadow underneath the sprite.
- I selected the shadow area and clicked "Save selection as Channel" in the Channel box. It appears as the new alpha channel. The area selected is white - the rest of the image layer appears black for this new channel.
- I save the image as a Targa file, choose 32 bits/pixel, no compression.
- I import the new sprite into the AGS engine, assign it to a loop, and start the game. While moving the character around in a walk-cycle, the shadow area appears to be invisible. There is no transparency - it's simply not there.
I tried selecting the inverse of my selection and my character turns invisible on that frame.
I've tried changing the shadow color in the image to black, gray, etc. and it still doesn't show as a transparent shadow.
I'm really not sure what else to do. Any help would be appreciated.
Many thanks,
Rich
Make the selection grey instead of white (in the Alpha Channel).
White is completely transparent, black is solid. So use a shade of grey in between to adjust the transparency.
Quote from: Darth Mandarb on Wed 31/08/2005 21:24:35
White is completely transparent, black is solid.
Is this right? I only say this because i've been using alpha stuff in AGS recently.
(http://custardsclutter.com/normal.png) using this (http://custardsclutter.com/but.png)
Sorry if it's just me being stupid or something :P
edit: or is it that i just mis understood and white is being transparent (showing the original sprite) and black is being a solid which is the transparent bit of the sprite when used ¬¬
Quote from: Privateer Puddin' on Wed 31/08/2005 21:53:36
Quote from: Darth Mandarb on Wed 31/08/2005 21:24:35White is completely transparent, black is solid.
Is this right? I only say this because i've been using alpha stuff in AGS recently.
Actually I'm not sure ... but I know gray-tones are the semi-transparent states :)
Thanks, Darth - got it to work... now I just need to tweak it a little.
I changed the Alpha channel selection to a medium gray and the actual shadow on the sprite to a very dark gray.
With some adjustments it should look pretty good.
Now if I can just get rid of the jagged edges around the shadow...
Tell me if you manage to get rid of the jaggies around the shadow.
I am having tremendous unfortunate issues with Photoshop CS2 and my alpha blended png sprites.
It's as if photoshop writes a png that ags cannot fully understand. The sprites in photoshop are contained in a single layer. The background is transparent (checkered) meaning the alpha is, naturally, imbedded in the RGB.
If I import the png into AGS, the area outside of what was drawn in photoshop is full of horrid artifacts. These artifacts appear to use the same colors as the sprite they surround. The alpha does not work at all. If I open the png into Windows paint, the same artifacts appear.
Therefore it must be a photoshop CS/CS2 issue and something that I beleive AGS needs to compensate for very promptly.
It's an absolute disaster!
Cheers.
The jagged edges sounds like an antialiasing problem... I suck at it, but if you type that word into the search engine you will find a tute or two (the one on Eric's site is down...)