Transparent TGAs instead of SPRs in GLQuake
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Transparent TGAs instead of SPRs in GLQuake
Any ideas of how to implement this?
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
Re: Transparent TGAs instead of SPRs in GLQuake
JasonX wrote:Any ideas of how to implement this?
Use leileilol's Engoo 24-bit to 8-bit palette conversion. I'm assuming you are talking about a software renderer here.
If not, use sprite32 which as far as I know (I'm not particular spritey, so I could be wrong) is 32-bit (24 bit color + alpha channell) and fimg supports sprite 32 I believe.
Seems like most engines support sprite 32, probably the easiest to rip from if you are using a GLQuake-like engine and not a software renderer is Enhanced GLQuake or JoeQuake (DarkPlaces support Sprite32 as well obviously).
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
It has external texture loading for sprites in the tutorial code, so it should.
You'll have to follow the sprite frame replacement texture naming convention in the that tutorial ... likely 1 external texture per sprite frame.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
That code will break because it doesn't account for the case where a sprite may have the same name as an MDL.
Check out pak0.pak in ID1, for example:
progs/s_light.spr
progs/s_light.mdl
DarkPlaces uses a slightly different naming convention for both sprites and MDLs which should be followed by everyone; it doesn't strip the extension from the sprite/MDL name before appending the frame number/etc.
Check out pak0.pak in ID1, for example:
progs/s_light.spr
progs/s_light.mdl
DarkPlaces uses a slightly different naming convention for both sprites and MDLs which should be followed by everyone; it doesn't strip the extension from the sprite/MDL name before appending the frame number/etc.
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mh - Posts: 2292
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