Alpha problems? The solution is simple. Most of sprites have the black color as alpha, when some other (as "explosion","orb") have an opacity based on the colour's lightness. Dark colours become less opaque, when light ones are seen fully.
In Photoshop you may see a "Background Eraser" tool doing such a thing at 50/50 setting.
By the way, what is your progress?
___________________________________________________________________________
Lightness-based opacity's formula is (for RGBA):
A = ((R/MaxR)*(G/MaxG)*(B/MaxB))*MaxA.
In AO, AE sprites, which have the L-B O are rendered pixel-by-pixel with such a shader, when the level loads.
Last edited by gishygleb; 04-20-2014 at 04:35 AM..
|