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as of July, 2003 by NinjaGrinch | |
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Rendermode(Solid): OpenGL, Direct3D, and Software all looked the same: -Transparency test - Rendermode: Solid Rendermode(Texture): OpenGL and Direct3D looked the same, but Software was different: -Transparency test - Rendermode: Texture - For Hardware Rendering -Transparency test - Rendermode: Texture - for Software Rendering
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Conclusions:
NOTE: Some graphics programs number the pallete index starting at 1 through 256 (instead of 0 through 255). To be clear (pun intended), the transparency color should be the LAST color in the palette | |
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DECAL TRANSPARENCY AND CUSTOM DECALS As of November 2003 by NinjaGrinch |
| This is an experiment to illustrate how decal
transparency is based on the palette indexes, with ID0 to ID254
controlling the level of transparency from completely opaque (ID0) to
completely transparent (ID254). The color of the decal is determined by
palette ID255. The only exception is when a decal has blue (0,0,255) in
ID255, in which case, the decal is rendered in full color, with only
pixels using the blue in ID255 being transparent. Unfortunately, use of custom decals like the ones pictured below can only be achieved by making a completely new mod. This is because the decal textures are ONLY loaded from either the valve\decals.wad, or the modname\decals.wad; if the decal is not in one of these two .wads, then it simply doesn't show up. If you're making a single-player map, this is no problem, you can just set up a custom mod just for that map, with your own custom decals.wad. But for multiplayer mods, using custom decals would mean distributing a custom decals.wad with the map, that overwrote the original decals.wad of the mod. Then if someone else distributed a custom decals.wad, then yours would get overwritten, etc. etc.
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