Quote
Originally posted by DrRalph:
**These tools attempt to do automatic mask creation, by setting any pixel in the ship image that is not exactly black to white in the mask and black pixels are left black in the mask. If your ship has areas that are indeed black then the tools can be tricked - giving unwanted holes in your ships. In this case I generally edit the problem mask layout file, usng an eraser in a editor such as Photoshop or Colour It., to wipe out the problem spots in the white part of the mask.
BTW the mask is meant to be a bitmap, 1 pit per pixel. If you try to make nice smooth grayscale anti-aliased masks, the Nova engine will render them internally as B&W; anyway.
DrR
**
Haven't been too pleased with the Sprite Tools' efforts at reducing from 32 bit to 16 bit, I seem to end up with lots of areas that have the grainy half tone patterns. Graphic converter et al seems to do it better. Wonder if there's a way to get Sprite Tools to not even try to reduce depth from 32bit. And of course, the masking from Sprite Tools is always needing fixing up becuase ships are rendered with bits of black on them as others have said.
I still don't see whats so hard about rendering with everything as a white texture, unless you have some wierd rendering application. Just jack the ambient light (white) up to max, give it a diffuse of pure white maxed out, and get rid of light sources.
Or: As the background color for the render, instead of black, which will appear on the ship where there is an absence of light, choose some color you know isn't used in the ship, like neon green or something. Then using the magic wand tool is much easier. Of course, this strategy will leave you with edge spill issues.
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Modo Numerus Nemo Vir Est.
Sic Semper Omnibus!
(This message has been edited by SD (edited 03-31-2002).)