Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: pixel-by-pixel translucency Date: Sun, 15 Jun 1997 18:33:59 +0100 Organization: Sony Computer Entertainment Europe Lines: 18 Message-ID: <33A42786.4F9F@interactive.sony.com> References: <33a81469.266002095@news.scea.sony.com> Reply-To: N/A-Use-Newsgroup NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:121 scee.yaroze.programming.2d_graphics:124 Jamin Frederick wrote: > > 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 TIMTool (if you have the latest version) allows you to load a b&w image as a translucency channel. For 16bit first load the image you want it applied to, using the import image option in the menu, then use the alpha mask option to load your b&w image. For 4 and 8bit it allows you to set the STP bit individually, on a colour by colour basis. Stuart