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#18 Transparency masks for non-ground tiles

closed
nobody
None
5
2023-04-22
2003-09-16
No

The Dragon Engine, an engine similar to Ultima 4/5, has
1-bit transparency. You can download it here:
http://reconstruction.voyd.net/index.php?page=project&type=engines

One way of adding this feature to xu4 would be to make
the black pixels of non-ground tiles fully transparent.
However, since some monsters (e.g. Gazers in the VGA
upgrade) contain black pixels, a better solution would
be to create a transparency mask for each tile (1 bit
per pixel).
There'd have to be two sets of transparency masks: one
for the original CGA graphics and one for the VGA upgrade.

Discussion

  • Nobody/Anonymous

    Logged In: NO

    Would the monsters look very good with the background
    transparent? I mean they're meant to be viewed on a black
    background and might look kind of kruddy against a forest tile

     
  • Doug Day

    Doug Day - 2003-09-17

    Logged In: YES
    user_id=806507

    That would definately work -- really the only problem with
    implementing that right now is that the design of xu4 only
    really counts on displaying 1 tile per spot. So, displaying the
    avatar on top of, say, a treasure chest would require altering
    the main graphics engine so as to allow as many objects as
    you want, and then sort them, etc. Not a HUGE change, but
    a substantial one nonetheless. I would enjoy this feature as
    well, but it will probably need to wait for other things.
    Bummer, too, I wanted to implement that soon. ;)

     
  • Dreamberry Ice Cream

    Logged In: YES
    user_id=292034

    > I mean they're meant to be viewed on a black
    > background

    I don't know if this would look good, but you could leave a
    black outline (1 pixel thick) around each monsters when
    creating the transparency masks.

     
  • Karl Robillard

    Karl Robillard - 2023-04-22
    • status: open --> closed
    • Group: --> Next Release (example)
     
  • Karl Robillard

    Karl Robillard - 2023-04-22

    This was implemented sometime before the 1.0beta4 release.

     

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