Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Scott Cartier Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: pixel-by-pixel translucency Date: Sat, 14 Jun 1997 10:34:53 -0700 Organization: SCEA Net Yaroze News Lines: 31 Message-ID: <33A2D63D.24C8@concentric.net> References: <33a81469.266002095@news.scea.sony.com> <33a295cf.375678@205.149.189.29> Reply-To: dsyaroze@concentric.net NNTP-Posting-Host: ts029d24.cup-ca.concentric.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-GZone (Win95; I) Oops, I sent this to Jamin, but forgot to copy the newsgroup too. ------- You could manually edit the TIM file and change the transparency values for every CLUT entry to either 1 or 0 as you like. Of course that's a pain in the butt. As far as I know there isn't a TIM editing utility that gives you that control. I've hacked together a simple TIM manipulator that lets you do that. If you're interested, once it's done I can post it. You can see my web page for a description (unfortunately you'll have to wade through the rest of my updates to find it - shouldn't be too hard). By the way, this will give you control over transparency on a CLUT entry-by-CLUT entry basis, not pixel-by-pixel as you want. As far as I know, that's not possible. If you need to have the same color as transparent and non-transparent you could have two CLUT entries with the same color values, but one with transparency and one without. Scott Cartier > Is there any way to set pixel translucency on a pixel-by-pixel > basis in a TIM? Suppose I wanted to make a ship opaque and its > glow translucent. According to the docs, I just set the appropriate > STP flag for each pixel and turn on the sprite's translucency. But > how do I set those STP flags in the first place, without either "all > or nothing" like the TIM util requires? Thanks. > > Jamin Frederick