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Originally posted by Cafalll:
**Could you explain this problem more clearly? I don't know exactly what kind of problem you're having, but PNGs show up just fine for meI've been making animations for my plug-in like crazy and they all work.
**
PNGs work, but the alpha-channel-transparency thing doesn't. You're supposed to be able to set an alpha channel in a PNG which dictates which part of the image is transparent and which isn't; it's a mask, in other words.
The problem is that the ColdStone engine appears to ignore the alpha channel and just treat the color white as transparent in the image. I have dialog boxes with white backgrounds, which I want to be opaque, but they come up with white transparent, so the screen underneath bleeds through and makes the dialog transparent, except for the non-white parts. Creating an alpha channel that covers the entire image should make the whole thing opaque, but it doesn't work.
I've tried with both 32-bit PNG with 8-bit alpha channels, and 16-bit PNG with 1-bit alpha. Neither works, they always come up with white transparent.
All the manual says, on page 87 (under PNG), is "Use this format to create translucent images. Add an alpha channel to create a transfer mask for the original image." The problem is that the game appears to ignore the alpha channel and treat white as transparent instead.
A workaround, I know, is just "don't use white." That's not a solution, though, and it would be good if Alpha channels worked correctly - especially 8-bit ones, so levels of translucency/transparency could be achieved. I do actually want to use white, and an "off-white" hack/workaround isn't a solution. Working alpha channels would be great to have.
- TM
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