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Any case in which Mugen 1.1 does not accept transparency (Read 912 times)

Started by DR119, November 21, 2017, 11:03:45 pm
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Any case in which Mugen 1.1 does not accept transparency
#1  November 21, 2017, 11:03:45 pm
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I have this code in common1.cns (Mugen 1.1b):
Code:
[State -2,explod]
type=explod
trigger1=win
trigger1=var(1)=0
anim=f20                   ;includes 32 bit image with smi-transparency
ontop=1
The RenderMode parameter in mugen.cfg is set to OpenGL. The characters are set to mugenversion=1.1. I saved the sff as a SFFv2. I tried it with trans=add and trans=addalpha. I tried to add mask=1 to the [FightFX] group in the fight.def. I tried to save the animation in the character's files instead of fightfx. But nothing worked.
Why the hell could Mugen possibly not accept 32-bit sprites?
Last Edit: November 22, 2017, 03:37:26 pm by DR119
Re: Any case in which Mugen 1.1 does not accept transparency
#2  November 21, 2017, 11:24:07 pm
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Because they never got around to 32-bit sprite support. They need to be 24-bit.
Re: Any case in which Mugen 1.1 does not accept transparency
#3  November 21, 2017, 11:27:47 pm
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Re: Any case in which Mugen 1.1 does not accept transparency
#4  November 21, 2017, 11:30:58 pm
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Really? Hmmm...guess I was wrong, I could’ve sworn they said that 32-bit sprites were in the SFFv2.1 format, but not in the actual engine.

I have no clue, in that case.
Re: Any case in which Mugen 1.1 does not accept transparency
#5  November 21, 2017, 11:43:29 pm
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It would be kinda weird if one could use 32 bit in lifebars, but not in characters
Re: Any case in which Mugen 1.1 does not accept transparency
#6  November 22, 2017, 01:38:39 pm
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Could be a massive performance hit. If 10 things are 32bit, vs 160 things, it's very different. Life bars can pretty much be considered static too. So having them move and cycle could add other problems.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Any case in which Mugen 1.1 does not accept transparency
#7  November 22, 2017, 02:21:55 pm
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Have you tried giving the explod an Id and adding the trigger numexplod(??) = 0 ? That would ensure it only spawns once.

My thought is, maybe transparency is working but the explod is spawning on top of its self many times, making it appear to not be working.
Re: Any case in which Mugen 1.1 does not accept transparency
#8  November 22, 2017, 03:37:13 pm
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Have you tried giving the explod an Id and adding the trigger numexplod(??) = 0 ? That would ensure it only spawns once.

My thought is, maybe transparency is working but the explod is spawning on top of its self many times, making it appear to not be working.

That worked, thanks dude