TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 5 of 5

Thread: White outline on translucent png

  1. #1
    Member
    Registered: Sep 1999
    Location: Portland, OR

    White outline on translucent png

    So I have a 2d flat wrought iron portion of my door to save on polys. I zoom to the edges and they appear to be hard pixels with no feathering.
    Yet still has a white outline like this:

    I checked again and the pixels seem clean, also, I thought doing setting 1 in MTL file padding command it would "eat" into this and make it go away?
    So frustrating how bad it looks when I highlight the door to open it. I could use some help.

    drwrtirn.png - https://drive.google.com/file/d/13ZJ...ew?usp=sharing
    drwrtirn.mtl - https://drive.google.com/file/d/1cG2...ew?usp=sharing

  2. #2
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Yes, that's what NewDark does with bitmaps with 1-bit transparency; it renders the bitmap in alpha test mode, which creates hard borders. If you want this to render with smoothing, just add Renderer/Transparency (alpha): 1.0 to it, or add force_full_alpha to the MTL file, I think.

    Even so, this texture will look pretty bad because there's no anti-aliasing on the edges. You should have cut out the transparent regions at 2x or even 4x resolution and then scaled down.

  3. #3
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Hey thanks ZB. The door does have alpha 1.0 in it's properties. And I did force_full_alpha before that, but removed it because I felt like I didn't need it. But the last past you say is key...
    You should have cut out the transparent regions at 2x or even 4x resolution and then scaled down.
    This has got to be it. It's a bad image in truth. It was scaled down but from an already pitiful size. I will just go with a my own design to cleanly create with the pen tool. I was trying to take a short cut. Thanks again, I will go with a better image.

  4. #4
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    One thing you can do is to add dark background to the rgb channels of your texture map (same tone as the iron) and keep you transparency mask in alpha channel only and save it as 32 bit TGA file instead.

  5. #5
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    That too. PNG would also work, but some paint programs (cough PSP7) "optimize" the file when you save by forcing all full-transparent pixels to white, which bleeds into the edges of transparent regions in-game. Although, nothing quite as bad as what's in that screenshot.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •