Game Development Community

Adobe Transparencies

by rennie moffat · in Torque Game Builder · 03/23/2010 (8:50 am) · 7 replies

In Illustrator and photoshop I can use things Transparency, things like Color, Luminosity, Overlay, Multiply to get a desired effect of one image of another. I saved a png with Color selected, however the effects to do apply when I pull it does not have the same effect. I played with some of the options in Blending but was unable to create the same effect I wanted. Is there any way to get what Color does in Illustrator Transparencies to work in TGB?

About the author

My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.


#1
03/23/2010 (11:22 am)
There is no direct translation of blending layers into the .png format used in TGB. You have to either collapse all of your layers in Photoshop/Illustrator and then export that final layer as .png to TGB, or use Select All in your source file and then copy/paste that image onto a new sheet of paper and then export that out as your .png.

Where transparencies are involved remember to use the 'Save for Web' option and make sure PNG-24 is selected as your export format.
#2
03/23/2010 (11:29 am)
I did do that (normally anyway) I do save for web, png 24. Are you saying that if I do that, those properties should be transmitted and thus projected in TGB?



Anyhow, will look into again.

Thanks.
#3
03/23/2010 (11:43 am)
No, the blend properties will not export out to .png. That format is not setup to retain blend properties. Mainly .png is used by the Torque engines because it will hold alpha mask data, thus preserving your transparencies, but not blend layer data.

What I'm saying, as far the blend layers are concerned, is that once you get the look you're after you have to make a fresh image, separate from your source file, and then export that new image out as the .png you'll use in TGB. You can do that by one of the two ways I described earlier. Usually I find its easier to just use Select All and copy the entire image to the clipboard, create a new image and then paste the copied image onto the new sheet, then export.
#4
03/23/2010 (11:47 am)
Another option is to export your texture as a jpeg if it doesn't use transparencies but jpeg will loose more pixel data in the export process which means jpeg images do not have as much clarity of detail as png. However, jpeg files are not as large as png so there is some trade-off. You just have to decide which format is better to use for your project.
#5
03/23/2010 (1:05 pm)
hmm ok, well see, the problem is, that i wanted to use this png as a screen for when the game is paused. So whatever random array of images exist at any random time in the game (where ever I am on on whatever level) the existing layout at that point in time must be seen behind the pauseScreen, which I would like to have transparencies identical to Illustrators.
#6
03/24/2010 (6:50 am)
What you're describing absolutely sounds possible. I do all of my work in Photoshop and don't have much experience with Illustrator so I may not be aware of whatever glitch you've run into. I develop transparencies in Photoshop for use in TGB all the time so I know you can make it work there.

Can you migrate your work to Photoshop and retain the blend effect you created in Illustrator?
#7
03/24/2010 (6:59 am)
yes, Illustrator and Photoshop are totally compatible. If for whatever reason it doesn't work in Illustrator, what ever i create there, at least in this case I can recreate in Photoshop. I will give it a whirl.

Thanks.