Game Development Community

Resolved: 32-BPP BMP

by Jason Cahill · in Torque Game Builder · 02/27/2005 (10:30 am) · 3 replies

This might be "by design" (if Torque doesn't support this image format), but it sure looks like it's giving it a shot! I'd love to know what 32-bit ARGB formats I can use for my sprites and if T2D supports 8-bit alpha (I imagine it should, it's GL that's rendering it after all).

I was unhappy with the default filtering (my sprites are given a "dark halo around them" as if it's bi-linear filtering with black when it hits a transparent pixel) when using 1-bit alpha via PNG. In my own (cruddy) 2D engine in the past I had this same problem and found that with DirectX the problem was resolved by using 8-bit alpha, for whatever reason.

Anyway, here's my image:

mysite.verizon.net/res8owqn/helicopters.bmp

I saved it in PhotoShop CS as a ".bmp" with Alpha channels, then clicked on "Advanced modes" and selected 32-bit "A8 R8 G8 B8" for the mode. Here's the appropriate load code:

datablock fxImageMapDatablock2D(enemyHelicopter)
{
	mode = cell;
	texturename = "~/client/images/helicopters.bmp";
	cellWidth = 32;
	cellHeight = 16;
	cellCountX = 4;
	cellCountY = 1;
};

Here's what I get in T2D:

mysite.verizon.net/res8owqn/heli-bug-2.jpg

Sorry for posting all these bugs guys! I'm honestly just trying to help! :-)

#1
02/27/2005 (11:19 am)
Torque doesn't support those kind of BMPs. Why not use a PNG? It's lossless, smaller, and supports transparancy.
#2
02/27/2005 (11:21 am)
Fascinating. Pat, you are right. PNG is a cooler format than I thought. I thought PNG only supported 1-bit alpha, but low and behold:

user.fundy.net/morris/redirect.html?photoshop27.shtml

www.libpng.org/pub/png/png.html

Alright! PNG it is.
#3
02/28/2005 (7:00 am)
PNG's are your friends :)