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Re: Best way to convert PICTs in Shape File to AO *LINK*
Posted By: BlayneDate: 3/26/07 10:15 a.m.

In Response To: Re: Best way to convert PICTs in Shape File to AO (treellama)

: It's much, much easier for everyone involved if you don't use separate images
: and masks. PNG, BMP, and DDS support alpha channels: use them!

I wasn't aware that PNGs supported alpha maps, but I did realize that .DDS did. Again, I run into the problem of converting every damn frame to have it's own embeded Alpha Map.

It's fine for final game graphics, but I'm recreating a version of the shape file's animation contents (weapons, monsters, scenery) as a kind of placehold / redundancy.

This way, frame-for-frame can be replaced and MML scripted without needing to consult the actual shape file (which exists on a different computer, under a different OS). The WMaiD team hopes to replace every element with a higher resolution one by the project's completion.

How do I create an embeded alpha mask for a single frame of (Blue-transparency) Marathon animation? I've played with alpha masks before, but never for use with Aleph One. What are the do's and don'ts?

Thanks again,
-Blayne

::: Where Monsters are in Dreams :::


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Replies:

Best way to convert PICTs in Shape File to AO PNGs *LINK*Blayne 3/19/07 11:47 a.m.
     Re: Best way to convert PICTs in Shape File to AOthermoplyae 3/19/07 1:30 p.m.
           Re: Best way to convert PICTs in Shape File to AOtreellama 3/19/07 1:57 p.m.
                 Re: Best way to convert PICTs in Shape File to AOthermoplyae 3/19/07 3:31 p.m.
     Re: Best way to convert PICTs in Shape File to AO treellama 3/19/07 1:58 p.m.
           Re: Best way to convert PICTs in Shape File to AO *LINK*Blayne 3/26/07 10:15 a.m.
                 Re: Best way to convert PICTs in Shape File to AOtreellama 3/26/07 11:07 a.m.
                       Re: Best way to convert PICTs in Shape File to AOBlayne 3/29/07 8:14 a.m.
                             Dig through ShapeFusion's website *NM* *LINK*treellama 3/29/07 8:22 a.m.

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