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32bit particles in 5.51com #11433
01/04/03 04:46
01/04/03 04:46
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
i updated to 5.51 (commercial) and i thought everything supports 32bit now? in fullscreen mode my particles still look dithered although i use a 32bit tga with alpha and i set d3d_alphadepth to 32. in window mode it looks ok but it already did so with earlier versions of the engine... does anyone know if 32bit is supported for particles and how to use that feature?

Re: 32bit particles in 5.51com #11434
01/04/03 08:16
01/04/03 08:16

A
Anonymous
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Anonymous
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A



I´ve got the same prob!!!
Can anyone help us??

Re: 32bit particles in 5.51com #11435
01/05/03 01:29
01/05/03 01:29

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Anonymous
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I'm a newbie so please forgive me if I'm slightly cryptic.

You create two sprites, one full color, and black and white(the transparency map). In Paint Shop Pro 5+ if you create a "Mask->From image" pick your grayscale image, then save the mask to the alphachannel like so: "Mask->Save To Alphachannel" then be sure to delete the mask!

Now, save your image with an alphachannel to a .tga image.

To use as a particle:
code:
BMAP 32Bit_TGA=<my_image.tga>;

function whatever
{
my.bmap = 32bit_TGA;
my.flare = on;
my.transparency = 50;
...
}

And so on and so forth...

Hope this helps!
Robert

ps. I don't use any other programs for image editing so I can't help you there. And the *->* means to look in menu * for item *.


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