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FPSC Classic Product Chat / Tga's with alpha channels?

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Zeroframe
19
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Joined: 9th Feb 2005
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Posted: 9th Feb 2005 19:45
Will these be supported for use with sprites or are we stuck with .pcx files? Couldn't find this in a search.
Van B
Moderator
21
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 9th Feb 2005 21:50
PCX? - that's quite a strange format to use. I expect that .DDS textures will be the best bet for alpha textures, never tried alpha .TGA's in DBPro before (although normal .tga's load fine and look great, they're a good format for particle textures and gui stuff).


Van-B


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Zeroframe
19
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Joined: 9th Feb 2005
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Posted: 10th Feb 2005 06:19
Thanks, thats good to know!
These would be mostly for sprites/particles..
Some of the engines out there seem to give you the option to use only .pcx files for sprites/particles (which suck) so I thought I'd just make sure.
Richard Davey
Retired Moderator
21
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 10th Feb 2005 12:42
PCX? Hell no.. they don't even support 32-bit, let alone alpha channels. We use DDS and TGA textures, both of which have alpha channeling (variable transparency)

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Noldor
19
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Joined: 5th Jan 2005
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Posted: 10th Feb 2005 21:49
Are there sprites. Not like hud sprites
displayed in the 2d layer. I mean sprites
in the 3d world?
(like the old duke3d sprites)
One could use sprites for extra detail
without wasting polygons and if they are
used right the results look good to.
Coldnews
19
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Joined: 16th Nov 2004
Location: Liverpool
Posted: 10th Feb 2005 21:59
yeah, there are. and they can be animated too.

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Noldor
19
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Joined: 5th Jan 2005
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Posted: 10th Feb 2005 22:44
Great.
Thanks for the quick reply "Coldnews".

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