RE: [GD-Windows] Image formats (was Algorithms Scrolling starfiel d)
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From: Andrew G. <ag...@cl...> - 2002-07-31 16:41:22
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That's an interesting point, I don't know much about PSD but being able to specify more than 4 channels would be quite attractive. What sort of experiences have you had working with them? Is it a fairly static format or something that tends to change significantly with photoshop versions? Andrew Grant- Climax Brighton > -----Original Message----- > From: Phil Teschner [mailto:ph...@mi...] > Sent: 31 July 2002 17:22 > To: bri...@py...; gam...@li... > Subject: RE: [GD-Windows] Image formats (was [Algorithms] Scrolling > starfield) > > > If this is really a stumbling block then you can always write support > for PSD files. They are actually pretty easy to use since > the flattened > image is stored at the end of the file in separate color channels > (r,g,b,a,...). > > This actually let's you do interesting things like allowing > the artists > to create images with more than 4 channels that you then split into > multiple textures yourself (for example when you need a gloss map in > addition to all the other color information). > > Plus the artists will like you that much more since they don't need to > juggle around two file formats. > > Phil > > -----Original Message----- > From: brian hook [mailto:bri...@py...] > Sent: Wednesday, July 31, 2002 8:11 AM > To: gam...@li... > Subject: Re: [GD-Windows] Image formats (was [Algorithms] Scrolling > starfield) > > > What formats are people using for images these days? We're > currently > using > > TGA which "suffices" but isn't great due to Adobe less than > embracing > the > > concept of alpha channels. > > Photoshop 7 completely and utterly broke TGA support, but you can > supposedly go back and get the TGA exporter from PS6 and copy > up to PS7 > and it starts working again. > > This is OT, but damn, Adobe has the most piss poor attitude I've ever > seen. When this TGA screwup was brought to their attention, their > response was three fold: > > - testers should have pointed it out to them, hence it's not > their fault > > - no one mentioned that alpha was being used "that way" (for games) > > - using alpha channel "that way" is clearly against the spec, > and game > developers are relying on "broken" behaviour (i.e. TGA > support in PS up > through PS6), so it's really their fault > > That, coupled with the completely broken PNG support in > Photoshop, has > just made me really dislike Adobe. > > Anyway, we use TGA, JPG and PNG. TGA if we need alpha or 16-bit; JPG > if we need lots of compression; and PNG if we need the files to be > compressed individually. > > -Hook > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Dice - The leading online job board > for high-tech professionals. Search and apply for tech jobs today! > http://seeker.dice.com/seeker.epl?rel_code=31 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > > ------------------------------------------------------- > This sf.net email is sponsored by: Dice - The leading online job board > for high-tech professionals. Search and apply for tech jobs today! > http://seeker.dice.com/seeker.epl?rel_code1 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 > |