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Alpha problems... #245312
01/09/09 11:41
01/09/09 11:41
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline OP
Serious User
PrenceOfDarkness  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,305
New York
my.alpha = 62.5 + (37.5 * sinv(total_ticks*4));

Okay this is the weirdest thing... The lowest alpha should ever be is 25. It works fine on models but when I apply this formula to particals or sprite entities they seam to disapear as soon as they hit like 30ish... whats going on and how can i fix it?


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Re: Alpha problems... [Re: PrenceOfDarkness] #246113
01/13/09 17:32
01/13/09 17:32
Joined: May 2007
Posts: 46
R
ribsribs Offline
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ribsribs  Offline
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R

Joined: May 2007
Posts: 46
I'm experiencing the same problem.
For debug pruposes i've setted the alpha directly and the sprites just disappear when i set the alpha below 50.

alpha 50 = visible, half opacity
alpha 49 = completely gone, invisible

I've tried every file format...
In entities works perfectly.

Re: Alpha problems... [Re: ribsribs] #246119
01/13/09 18:13
01/13/09 18:13
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Originally Posted By: manual
Alpha channel images (TGA, DDS) are displayed at their normal transparency with the default alpha value of 50. To make them 'more transparent', use alpha values below 50. Values higher than 50 have no influence on alpha channel images.


Perhaps this has something to do with the issue?


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Re: Alpha problems... [Re: Joozey] #246129
01/13/09 19:13
01/13/09 19:13
Joined: May 2007
Posts: 46
R
ribsribs Offline
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ribsribs  Offline
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R

Joined: May 2007
Posts: 46
Well, i've tried PCX and BMP that doesn't have alpha channel. The alpha property should work on them, but, i've tried using a TGA instead and do the trick just fine.
Thanks for the jumpstart smile


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