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Acmlm's Board - I3 Archive - The Pit of Despair - Transparent Stuff | New poll | | Thread closed |
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BlindTheThief Red Paragoomba Since: 11-18-05 Last post: 6716 days Last view: 6716 days |
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Okay, this has probably been answered a couple thousand times, but how do you make tiles that are semi-transparent so that you can see the background through them? The 2nd world in my mario game is a city and the buildings need friggin' windows. Also, if someone could tell me how to get ExGFX animation files into the game, that could help my custom blocks and whatnot. And YES, I know how to use ExGFX when making sprites, backgrounds, foregrounds, etc. Just not Extended animation files. Thanks. | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Level mode 1E causes the entire Layer 1 to be semi transparent.
Level mode 1F (Layer 2 level) causes the entire Layer 2 to be semi transparent. That's as close as you get without ASM. |
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d4s Shyguy Since: 12-01-05 Last post: 6587 days Last view: 6485 days |
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you can also use tile priority to make only selected tiles of a layer translucent.
the concept is a bit hard to grasp for people who have no idea how the PPUs actually work, though. do some trial and error and you will eventually succeed. however, i dont know if lunar magic supports per-tile priority editing for the layers. |
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Juggling Joker Ninji SMW Mod Merry Christmas! Since: 11-18-05 Last post: 6493 days Last view: 6465 days |
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Originally posted by d4sIt does indeed. Each 8x8 tiles has its own priority flag. |
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BlindTheThief Red Paragoomba Since: 11-18-05 Last post: 6716 days Last view: 6716 days |
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Ah, thanks man. Now, where can I find an FAQ on this extended animation stuff? I know how to edit frames and everything, I just don't know where to insert my extra animation files. That could help A LOT. | |||
HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6465 days Last view: 6465 days |
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How do you use layer priority to do transparency? | |||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6465 days Last view: 6465 days |
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Originally posted by BlindTheThiefAssuming I'm reading this, and REMEMBERING right, you put the animation tiles in any ordinary ExGFX file, and load that in the appropriate area of the GFX bypass. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6465 days Last view: 6465 days |
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[Originally posted by BlindTheThief link |
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d4s Shyguy Since: 12-01-05 Last post: 6587 days Last view: 6485 days |
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Originally posted by HyperHacker you dont use layer priority to do transparency, you use it to put individual tiles in front of the translucent layers. obviously, you'll have to enable color addition and put a layer on the subscreen for that to work. i think the above-mentioned level modes 1e and 1f handle that for you. say bg1 is on the subscreen with color addition enabled. bg2 is on the mainscreen. all tiles on bg2 without the priority bit set will appear behind translucent layer 1, and thus are affected by the color addition. the tiles on bg2 that have the priority bit set will be rendered after (=in front of) bg1 and remain unaffected by the color addition. thats how you make different tiles on one layer translucent and opaque at the same time, simple as that. funny that this is news to you guys, cause thats pretty much basic knowledge when it comes to snes graphics. (edited by d4s on 01-12-06 02:10 PM) (edited by d4s on 01-12-06 02:15 PM) (edited by d4s on 01-12-06 02:16 PM) |
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Juggling Joker Ninji SMW Mod Merry Christmas! Since: 11-18-05 Last post: 6493 days Last view: 6465 days |
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Originally posted by d4sYou gotta remember that the SMW Hacking scene is, in general, quite elementary in comparison to the everybody else. Myself included, of course. |
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