ID:136707
Jun 17 2002, 8:57 am
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Is it possible that we can have some type of CLEAR color? So I can put a Clear Overlay on my character, so that it looks dithered somewhat
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In response to Lummox JR
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Lummox JR wrote:
Sariat wrote: Of course it would! It would overlay a clear icon! |
In response to Sariat
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usr.rgb += rgb(R,G,B)
But that changes the whole person. You could also mke the character out of overlays, then adjust the overlays accordingly using that. |
In response to Sariat
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Sariat wrote:
Lummox JR wrote: Would what? That's kind of a non-sequitir. But no, you're not thinking of overlays the right way. An overlay simply overlaps something. Putting cellophane over a person does not make them invisible. What you want is to alter the visual properties of the object itself, which an overlay won't do. Thus you need a new icon. Lummox JR |
In response to Garthor
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This is what i need it for...invisibility.
If you are semi-invisible, it puts a dithered CLEAR overlay on you... |
In response to Sariat
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Oh, that's easy... blend proc! I shoulda thought of that sooner! It does exactly what you want. If you want to have a clear icon that overlays another icon, use the blend proc's ICON_ADD, which will combine the two icons. For what YOU want, you can just use ICON_ADD, and use a pure black as the area you don't want dithered away, and transparent for the ones you do.
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In response to Sariat
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Sariat wrote:
This is what i need it for...invisibility. Have you been reading my posts? This is not how overlays work or are even supposed to work. What you're thinking of is a different concept. Lummox JR |
In response to Garthor
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But I CANT make a clear icon. Thats the point!
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In response to Sariat
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SO... you want it like in MLAAS, so that you disappear SOMEWHAT? Like I said, create an icon that's pure black (rgb 0,0,0), then, mask over the portions you want to turn invisible. IN THE ICON EDITOR THAT IS. After that, use the usr.icon = blend('thenewicon.dmi') (ICON_ADD is default). I haven't used it, but I think it should do what you want. If you want it to be an overlay like tinted glass, just use a color instead of the mask. If either icon is transparent on a given pixel, the new icon will be transparent there. One you stop hiding, you just change the icon back (better store the old icon in a var).
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In response to Garthor
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No No No. I want it to make it semi invisible.... like you can see the TURF thats under the person in the pixels that its dithered in.
Lets say im on a grass and I go invisbile M = pixel of me G = grass MGMG GMGM MGmG in the places that are G, thats the invisible/CLEAR overlay! |
In response to Sariat
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That is exactly what I am saying! Create a grid where it's transparent where you want your icon to disappear, and black where you want it to stay. Then use the blend() proc.
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In response to Garthor
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But there is NO transperant COLOR to CHOOSE FROM.
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In response to Sariat
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MASK COLOR, TOP RIGHT, RGB 192 192 192, THE ONE YOU USE SO YOUR CHARACTER DOESN'T TAKE UP THE WHOLE ICON.
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In response to Garthor
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I'm not following you..... I know which icon it is....
But if the WHOLE background is clear, how can it add the clear icon? |
In response to Sariat
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Look up blend. If you're too lazy, I'll summarize it for you.
It has 4 operations, ICON_ADD, ICON_SUBTRACT, ICON_MULTIPLY, and ICON_OVERLAY. The format is usr.icon = blend('icon.dmi',operation), where operation defaults to ICON_ADD. Each pixel's RGB value is added, subtracted, or multiplied, depending on the operation. Wherever either icon is masked, it results in the pixel to be a mask, no matter what the other one is. Pure black is used as transparency, since it's RGB value is 0,0,0, thus, it doesn't add or subtract from that pixel. For multiplying, the next blackest, 1,1,1, is used. ICON_OVERLAY will overlay the icon file to the icon, producing the same effect as overlays, but turns it into a single icon. Understand now? |
Overlays don't really work that way; it basically defeats the whole concept of an overlay. What you really need is to create a new icon state with the appropriate dither, either in a .dmi file or at runtime.
Lummox JR