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Panel seem not very beautiful...? #186640
03/01/08 19:58
03/01/08 19:58
Joined: Jun 2007
Posts: 43
Montréal
J
Julientdc Offline OP
Newbie
Julientdc  Offline OP
Newbie
J

Joined: Jun 2007
Posts: 43
Montréal
Hello,

I have created a background image BMP 24 Bit on Photoshop named fmenu.bmp.

PANEL* pBackground = {
layer = 1;
bmap = "fmenu.bmp";
flags = visible;
}

But that not look like the true image, why? How I can fix it?

Re: Panel seem not very beautiful...? [Re: Julientdc] #186641
03/01/08 20:19
03/01/08 20:19
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
User
MrCode  Offline
User
M

Joined: Mar 2007
Posts: 677
0x00000USA
It would help if you would post an image of the panel in the engine.

If you need image hosting, try ImageShack or Photobucket.


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: Panel seem not very beautiful...? [Re: MrCode] #186642
03/01/08 20:56
03/01/08 20:56
Joined: Jun 2007
Posts: 43
Montréal
J
Julientdc Offline OP
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Julientdc  Offline OP
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J

Joined: Jun 2007
Posts: 43
Montréal

Last edited by Julientdc; 03/01/08 20:58.
Re: Panel seem not very beautiful...? [Re: Julientdc] #186643
03/01/08 21:55
03/01/08 21:55
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
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Trooper119  Offline
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Joined: Apr 2004
Posts: 516
USA
It looks like your file is saved under a certain picture format so it only uses so many colors. You'll have to save it as another format that's bigger in order to get more colors to fully show the picture. Look up file formats in the manual:

Quote:

Image files
Image files are used for importing textures, model or terrain skins, terrain heightmaps. sprites, bitmaps and fonts, and for exporting screenshots. Supported image formats are PCX, BMP, TGA, DDS, PNG, JPG, and WAD. All formats have their specific advantages and disadvantages.
BMP and PCX 256 color (8-bit palettized) images for low quality textures are supported for compatibility reasons. All 256 color images must share the same color palette per level, given in WED Map Properties. The first color of the palette (color #0) must always be black, the last color (color #255) must always be white. Due to the many restrictions and requirements, we do not recommend to use 256 color images - especially for beginners who don't know about handling color palettes.
BMP and PCX true color (24-bit RGB) images are used for medium quality textures. They are internally stored in either 16-bit high color or 4-bit compressed format, depending on d3d_texdepth. PCX is preferable as it's a compressed format and files sizes are much smaller than for BMP images.
TGA true color (24-bit RGB) and true color alpha (32-bit ARGB) images are used for high quality textures. They are internally stored in 16-bit high color or 32-bit true color, depending on the setting of d3d_alphadepth. 32-bit ARGB images contain an alpha channel which gives a transparency value for every single pixel. For creating an alpha channel in Photoshop, open the channels window, and click onto the small "new channel" button below. Now an alpha channel is created, and you can paint onto it. When saving the picture, use the 32 bit TGA format.
DDS images are used for medium/low quality textures when video memory must be economized. They are supported in the DXT1..DXT5 sub-formats with included mipmaps. DDS uses a compressed 4-bit texture format for saving memory at the expense of image quality. DXT2..DXT5 textures contain an alpha channel and are treated as translucent by the engine. Due to their compressed content, DDS bitmaps can not be altered by image manipulation functions (like pixel_to_bmap), can not be used for textures that contain several separate images (like animated sprites or sky cubes), and are not displayed by the older GXL libraries in the WED and MED editors. They can be created with the DirectX Texture Tool, with a Photoshop Plugin, or with ATI's Compressonator.
JPG images are supported for bitmaps, but are not recommended for realtime games due to their slow loading, high video memory consumption, and bad quality compared to other formats.
WAD files are image collections containing several BMP, PCX, TGA, or DDS images, with names and included mipmaps. They are imported in WED and used for level textures. As DDS images are not displayed by WED, they appear as blue squares in the WAD preview.






A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: Panel seem not very beautiful...? [Re: Trooper119] #186644
03/02/08 02:28
03/02/08 02:28
Joined: Jun 2007
Posts: 43
Montréal
J
Julientdc Offline OP
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Julientdc  Offline OP
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J

Joined: Jun 2007
Posts: 43
Montréal
Same thing with the PCX...

Re: Panel seem not very beautiful...? [Re: Julientdc] #186645
03/02/08 08:28
03/02/08 08:28
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
- Did you set video_depth to something else than 32 ?

- Check the image file with another program to find out if it really has 24 bit depth. (e.g. Irfan View)

- Try .png

Re: Panel seem not very beautiful...? [Re: Xarthor] #186646
03/02/08 09:23
03/02/08 09:23
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

Moderator
Tobias  Offline

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Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
As trooper119 said, the reason is that you are using the PCX image format that is for low quality textures. Read his answer, or read the manual about image formats. It makes no sense to use PCX panels unless youre running low on video memory.

Re: Panel seem not very beautiful...? [Re: Tobias] #186647
03/02/08 13:43
03/02/08 13:43
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
you should use tga images. bmp and pcx files are converted to 16 bit internally afaik.

Re: Panel seem not very beautiful...? [Re: Joey] #186648
03/02/08 16:04
03/02/08 16:04
Joined: Jun 2007
Posts: 43
Montréal
J
Julientdc Offline OP
Newbie
Julientdc  Offline OP
Newbie
J

Joined: Jun 2007
Posts: 43
Montréal
Yes! TGA work properly, thank you


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