• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
riuthamus

Alpha Rendering

17 posts in this topic

What would cause this issue?

[img]http://www.bhslaughter.com/forum/uploads/gallery/category_8/gallery_1_8_60743.jpg[/img]
0

Share this post


Link to post
Share on other sites
well... here ill give you a more in depth view of what i have.

btw... i looked up some stuff on google and they say i need some SuperPNG plugin to export stuff out of photoshop. Sounds so odd to me....
0

Share this post


Link to post
Share on other sites
you know, telanor linked me that, and i asked him, what does that mean for me.... as the art guy?

and I have tried to use the Alpha 1 channel in photoshop with a green background for the base thing and it doesnt seem to work. Edited by riuthamus
0

Share this post


Link to post
Share on other sites
I don't own photoshop, so either there's a plugin or an option when exporting your texture to a given file format or you need to do it by hand which isn't hard.

In the latter case just add an new layer which contains the alpha channel of your texture as greyscale image without alpha. Then set the layer to multiply. Now the image, when alpha is turned off, should be black where the alpha is 0, that's all.

PS: you need to change the blending in your game engine. Edited by Ashaman73
1

Share this post


Link to post
Share on other sites
Uploading a video of my process, you guys can tell me what you think it would be very much appreciated.

[media]http://www.youtube.com/watch?v=vO8MecVDMMY&feature=youtu.be[/media] Edited by riuthamus
0

Share this post


Link to post
Share on other sites
Does your engine already support pre-multiplied alpha ? This would explain the bright borders, in this case you really need to multiply your RGB image with an additional RGB layer where each channel equals the alpha channel of your source image.

In photoshop do the following
1. You start with source image =(Rs,Gs,Bs,As)
2. Add new layer on top of it with (As,As,As,white)
3. Set layer to multiply. Edited by Ashaman73
1

Share this post


Link to post
Share on other sites
which platform and API are you using. D3D.OPENGL etc.
have you opened the alpha test mode. and closed the alpha blend mode.
the when the bttmap tried to sample the value of a pixel. it will regard the value of you pic 's background.
especially your pic's background is whrite. and ou set it as alpha 0.
but when you tried to access it when your alpha blend mode is closed. you will get this result.
1

Share this post


Link to post
Share on other sites
and my email: [email="boyue@rocketmail.com"]boyue@rocketmail.com[/email]
if you have any problem to discuss with.
i wanna to be the vonenteer.
1

Share this post


Link to post
Share on other sites
i have to amend, if i may, that photoshop is bad for spriting
it makes simple things complicated because its built for non-pixel artwork
try graphics gale for example :)
and yes, the alpha channel of your textures should be _green_ because the outline of your sprite is green!
when spriting you need fast access to alpha channel to be effective, and this can of course be done in photoshop
its just very very inconvinient..
0

Share this post


Link to post
Share on other sites
interesting, I more or less knew option A, tried it and it didnt work in game. ( suggesting that our code end is doing something wrong ) I did not know how photoshop was saving out png's though and that is some seriously good information to know.
0

Share this post


Link to post
Share on other sites
take a look to this tutorial:

http://www.youtube.com/watch?v=oh2WGL8hvPo&feature=g-u-u&context=G2c3deb0FUAAAAAAAcAA

just ignore the part related to UDK and focus in the creation of the alpha channel in photoshop, not in a million years I would figure out this very explicit and efective way to make an alpha channel.

The initial problem in the video looks close to your problem.

Cheers.
1

Share this post


Link to post
Share on other sites
So, i have tried the setup that Hodgeman suggested and it ends up that it works! although it has a small issue.

[img]http://www.bhslaughter.com/forum/uploads/gallery/category_8/gallery_1_8_43950.jpg[/img]

Anyway, thanks for the help so far, here is what it looks like from afar, keep in mind that this is by no means the final version of what this will look like:

[img]http://www.bhslaughter.com/forum/uploads/gallery/category_8/gallery_1_8_14643.jpg[/img]

Lastly, i plan to try the method that you linked Wilson and see if that removes the issues associated the the slightly rough edges.
0

Share this post


Link to post
Share on other sites
That "small issue" is happening because you haven't sorted your transparent objects to be drawn from back to front. You're drawing the one in the foreground first, and even though it's transparent there, it's still nonzero alpha, and so it makes writes to the z-buffer. When the one behind it is drawn, it is not drawn "overtop" of the nearer geometry.

While I'm mentioning it, opaque objects (those with no alpha whatsoever) should be sorted to draw from front to back, to take advantage of Z-occlusion, instead of being repeatedly overdrawn and wasting shader cycles.
2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0