A bit of an issue with transparency/alpha channel

Started by markbilly, Thu 26/11/2009 16:31:24

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markbilly

I've got a 50% transparency black background for all my GUIs, they all work fine apart from the text window one if made for dialog options.

Basically, I import a background image and I'm asked whether to use the alpha channel. For all the other GUIs I click yes and it works fine. For the text window one, I click yes and it displays in-game as a purely black background...  :-\

Any ideas what I'm doing wrong?
 

Wonkyth

Yeah, there's some funky stuff about using alpha channels with GUI's, but I cant remember the specifics.
"But with a ninja on your face, you live longer!"

markbilly

Quote from: wonkyth on Thu 26/11/2009 22:30:11
Yeah, there's some funky stuff about using alpha channels with GUI's, but I cant remember the specifics.

Any idea where I can find them? I think I've narrowed it down to the fact it's a text window GUI.
 

Wonkyth

It say's this in the manual:
NOTE: Currently, alpha blended sprites cannot be antialiased, so if you have the Anti Alias Sprites option turned on in Setup, it will not be applied to alpha-blended characters.

So it could be something to do with antialiased text(?)

I just don't know.

"But with a ninja on your face, you live longer!"

markbilly

Thanks.

I don't that's the problem, hopefully someone here will know...
 

markbilly

Anybody got any ideas?

I'm a bit stuck with this one. Even a manual link because I've been an idiot and missed something? :D
 

markbilly

#6
OK, I hope I'm OK to dig this up, rather than start a new thread. I still have no solution to this problem.

Basically, a background image with some transparency will not work with a text window gui.

Update:
I think this is to do with the dialog options having a solid black background, which is then added on top of the transparent GUI background, as I have chosen the GUI as my "use GUI for dialog options" in General Settings.
 

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