PROJECT: Xenon

Game Design, Story, Game Play.
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darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Post by darksmaster923 »

use audacity
Herp derp.
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Juutis
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Joined: Thu Jan 12, 2006 12:46 pm
Location: Finland

Post by Juutis »

Alpha bitmaps are used to define which areas of the bitmap should be visible and which transparent. White indicates a completely visible and black a completely transparent pixel. All sorts of greys are something in between. So basically you need to make a version of the bitmap that has black where you want the actual bitmap to be transparent and white everywhere else. When I save the alphamaps, I usually just take the original bitmap name and add a prefix 'a_' so it's easy to keep track of the alphamaps.
I think that the alphamap still needs to be 24 bit bmp, even if it's greyscale (8bit). I'm not sure though.

Then you must define it in the menu.ini with line
images=image# bitmapname alphamapname
Pain is only psychological.
Mark in 2-D
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Joined: Wed Mar 07, 2007 10:53 am

Post by Mark in 2-D »

Thanks heaps for that info! I understand it now. BUT! I've got a problem... I've made a custom crosshair and I want it to be semi-transparent. Is this possible? If so please exsplain how. I've already tried a grey alpha map and one that fades from black to grey. The grey one doesnt work because the crosshair is still fully visible and the other one doesnt work because its completely invisible. Thatnk you sooo much if you can help! Heres another couple of screenshots!
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Final room with stair case leading to lift
Final room with stair case leading to lift
Marksgam14.JPG (35.99 KiB) Viewed 570 times
Third last room. I tried to make it scungey and dirty looking as its like a basement thing.
Third last room. I tried to make it scungey and dirty looking as its like a basement thing.
Marksgam15.JPG (27.05 KiB) Viewed 570 times
Second last room. A long corridor that I drew on paper before I made it. If you cant see the picture well I suggest you set your screen brightness to 100%. Also notice the pipes on the wall.
Second last room. A long corridor that I drew on paper before I made it. If you cant see the picture well I suggest you set your screen brightness to 100%. Also notice the pipes on the wall.
Marksgam16.JPG (31.49 KiB) Viewed 570 times
Mark in 2-D
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Joined: Wed Mar 07, 2007 10:53 am

Post by Mark in 2-D »

And finaly (sorry to make a new post) The lift leading to the second level!
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Going up?
Going up?
Marksgam18.JPG (29.23 KiB) Viewed 569 times
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psYco
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Joined: Wed Mar 15, 2006 10:55 am
Location: England

Post by psYco »

These screens are just amazing! Very very good desighn! :shock: I also love that there is a bit of variety to it... :D

Im sorry but im not sure why your crosshair is not working, Im pretty sure semi transparent crosshairs are possible but I thaught that it would just need a grey (darkish grey) alpha map... :?
Mark in 2-D
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Joined: Wed Mar 07, 2007 10:53 am

Post by Mark in 2-D »

Thanks for trying to help... It's much apprieciated!
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