I've added an explod with RGB sprites and semi-transparent pixels. However the sprites get rendered without the semi-transparent pixels in the game and it looks terrible. I tried it with trans=add, but it didn't work... Hope somebody can help me
Are the semi-transparent pixels the edge of a solid color outline? Or is it a multi-color outline?If it's one color (such as black), well I have a "simple" solution using Photoshop.Open the sprite, and in a new layer paint the entire background black (or the color of the outline).Merge the sprite & background layer. Use the Magic Wand tool on the black background with: 0% tolerence / NO anti-alias / "Contiguous"At this point you may want to use the function "Select > Modify" to expand the selection by 1 or 2 pixels.Now press Ctrl+Alt + R ("Refine Selection"), and use the default settings except change "Contrast" to 100%. This will ensure that the selection does not have anti-alias edges.Delete the background and you should now have a sprite without semi-transparent pixels. You may need to use the Eraser tool (pencil mode) to clean up a little.If you NEED to have that soft edge from the semi-transparent pixels, it will have to be coded as a separate Anim and Explod, layered under the player.However, you'll still have to follow the steps above to get rid of the semi-transparent pixels in the Player's sprites.
altoiddealer said, November 20, 2017, 09:05:57 pmAre the semi-transparent pixels the edge of a solid color outline? Or is it a multi-color outline?If it's one color (such as black), well I have a "simple" solution using Photoshop.Open the sprite, and in a new layer paint the entire background black (or the color of the outline).Merge the sprite & background layer. Use the Magic Wand tool on the black background with: 0% tolerence / NO anti-alias / "Contiguous"At this point you may want to use the function "Select > Modify" to expand the selection by 1 or 2 pixels.Now press Ctrl+Alt + R ("Refine Selection"), and use the default settings except change "Contrast" to 100%. This will ensure that the selection does not have anti-alias edges.Delete the background and you should now have a sprite without semi-transparent pixels. You may need to use the Eraser tool (pencil mode) to clean up a little.If you NEED to have that soft edge from the semi-transparent pixels, it will have to be coded as a separate Anim and Explod, layered under the player.However, you'll still have to follow the steps above to get rid of the semi-transparent pixels in the Player's sprites.Thanks for the clue, but why do I have to get rid of the semi-transparent edge when it's used in an explod? I use Mugen 1.1 with OpenGL and have used images with a semi-transparent edge for the lifebars without any problems. I thought one could use RGB sprites at every point in Mugen 1.1 with OpenGL?
Eh, nevermind then. I'm only familiar with 1.0.Maybe someone knowledgeable with 1.1 can help solve your problem. Sorry about that!