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#11 |
Prophet
Join Date: Apr 2008
Posts: 2,857
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Use GimP: https://www.gimp.org/
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#12 |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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I'm just wondering if it's something about using alpha channel vs having a palette colour that is 'transparent'. Maybe Angband only supports paletted transparency and not alpha channels?
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takkaria whispers something about options. -more- |
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#13 |
Knight
Join Date: Mar 2015
Posts: 787
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Ok, there is a workaround which I found: to clear photoshop 'transparent' layer when you save .png; I use for it this addon http://www.fnordware.com/superpng/ (cause by default photoshop can't do it).
It's removes white artifacts ![]() Some hints for Photoshop: 1) To make it easy to edit tileset - use grid: 'View' -> 'Show' -> 'Grid' and then adjust grid to 32 px: Edit > Preferences > Guides, Grids & Slices The Guides 2) lock position of layer so you won't move tileset accidentally YAY! ![]() Thanks to everyone! Your replies helped to solve this riddle ![]() ... but. New challenge. New problem! ![]() Rubble got black 'background'... The same issue not only in Gervais tileset, but also in Shockbolt's. Why is it so? How to make it properly transparent?
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https://tangaria.com - Angband multiplayer variant tangaria.com/variants - Angband variants table tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian Last edited by tangar; February 1, 2019 at 17:38. |
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#14 | |
Swordsman
Join Date: May 2016
Posts: 330
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Quote:
Nick, you might want to take a look at grid_data_as_text(). It should probably check whether feat is rubble, and if yes, it should save coordinates of floor tile in tap and tcp. |
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#15 | |
Knight
Join Date: Mar 2015
Posts: 787
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![]() Quote:
Why rubble atm got black background? I suppose, it's because the game 'thinks' that rubble is not a separate object ('thing') to put it on the floor tile, but a 'floor'-like tile. Even if rubble tile is transparent - game can not put it above 'open floor' tile, because rubble is managed as 'floor'-like tile (even if it doesn't have FLOOR flag). So if we would look at terrain.txt, we could divide all tiles there in two groups: 1) ie terrain objects like floors and walls - 'backgrounds' 2) terrain 'things' - rubble, veins, lava (there could be also included trees and some more new stuff) - 'textures' So it would be great if objects in terrain.txt would have special transparent-friendly flag, so some objects could be noted as 'backgrounds' (floors, walls) and some would be like 'textures' - which means that at level genaration they would be placed after 'backgrounds' as transparent ones. Then this new terrain things would have proper (floor or wall - for veins or lava) background, like traps have, for example. p.s. (silly) idea: maybe right now it's easier just to make 'hack' which would make rubble handled like a trap or immobile monster (lol) with certain properties (to dig it, block vision)
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https://tangaria.com - Angband multiplayer variant tangaria.com/variants - Angband variants table tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian Last edited by tangar; February 12, 2019 at 13:22. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Adding terrain to V | Therem Harth | Development | 14 | March 22, 2013 21:15 |
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