Re: [hlcoders] TGA Files in Menus

2002-04-13 Thread Sebastian Steinlechner

Hi,

Getting back to the original question (TGAs showing up with only 256
colors). I tried it myself and I got only 256 colors, too. It looked ok, but
having at least 16bit would be muuuch better. So, why does HL reduce the
color depth? To me that does not make any sense, does it?

cya,
TheTinySteini

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[hlcoders] TGA Files in Menus

2002-04-12 Thread Commando

Hey guys, this isn't really a coding question, but problems like this
usually fall upon the coders shoulders like it has in my mod, so I thought
I would put it out to you guys anyways ;)

We are using TFC style menus for our player class selection.  We
have  24-bit colour TGA files for each of our classes that are displayed in
the menus.  The files look fine in an editor, but when they are displayed
in-game, the colour palette is reduced which causes banding in large areas
of similar colours.  My guess is that the colours are being reduced to 256
colours, but poorly.  Is there any way to improve the appearance of these
graphics?

I have tried reducing the graphics to 256 colours, but then they don't
appear in the menus.  I have also tried reducing them to 256 colours then
back up to 24-bit, but that doesn't work either.  I think I have to reduce
them to a specific 256 colour palette, then up them back to 24-bit, but I
don't know which palette to use.

Anyone have experience or a pointer to info on this?

Thanks

Rob Prouse
http://www.tourofdutymod.com

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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Steven Guy

You need to use a 32-bit TGA
24bit color and 8bit alpha

HL will change the color to 16bit and use the alpha for transparanticy(sp?)
-Ms

From: Commando [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 11:54:59 -0400

Hey guys, this isn't really a coding question, but problems like this
usually fall upon the coders shoulders like it has in my mod, so I thought
I would put it out to you guys anyways ;)

We are using TFC style menus for our player class selection.  We
have  24-bit colour TGA files for each of our classes that are displayed in
the menus.  The files look fine in an editor, but when they are displayed
in-game, the colour palette is reduced which causes banding in large areas
of similar colours.  My guess is that the colours are being reduced to 256
colours, but poorly.  Is there any way to improve the appearance of these
graphics?

I have tried reducing the graphics to 256 colours, but then they don't
appear in the menus.  I have also tried reducing them to 256 colours then
back up to 24-bit, but that doesn't work either.  I think I have to reduce
them to a specific 256 colour palette, then up them back to 24-bit, but I
don't know which palette to use.

Anyone have experience or a pointer to info on this?

Thanks

Rob Prouse
http://www.tourofdutymod.com

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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Sebastian Steinlechner

A question just out of curiosity: How large may those tga images be? Are
there the same restrictions (256*256) as there are with textures or can they
be any size you want?

TheTinySteini

 You need to use a 32-bit TGA
 24bit color and 8bit alpha

 HL will change the color to 16bit and use the alpha for
transparanticy(sp?)
 -Ms


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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Steven Guy


yea the max is 256x256 and it must be in sizes of 16 (or 8 can't remember)
but HL will give you an error if it's wrong I beleive

-Ms

From: Sebastian Steinlechner [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 18:38:05 +0200

A question just out of curiosity: How large may those tga images be? Are
there the same restrictions (256*256) as there are with textures or can
they
be any size you want?

TheTinySteini

  You need to use a 32-bit TGA
  24bit color and 8bit alpha
 
  HL will change the color to 16bit and use the alpha for
transparanticy(sp?)
  -Ms


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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Michael Shimmins

Actually you can have at least up to 512x512 as we use them in TAE.

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
Sent: Saturday, April 13, 2002 3:11 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus



yea the max is 256x256 and it must be in sizes of 16 (or 8 can't
remember) but HL will give you an error if it's wrong I beleive

-Ms

From: Sebastian Steinlechner [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 18:38:05 +0200

A question just out of curiosity: How large may those tga images be?
Are there the same restrictions (256*256) as there are with textures or

can they be any size you want?

TheTinySteini

  You need to use a 32-bit TGA
  24bit color and 8bit alpha
 
  HL will change the color to 16bit and use the alpha for
transparanticy(sp?)
  -Ms


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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Commando

Thanks, but I should have been clearer, they are already 32 bit (24bit
colour) and transparent, but when HL converts them to 16 bit the palette it
chooses seems to be very limited (or at least not optimized for our
images), so I get banding in large areas of similar colours.  If I knew
more about how HL does the conversion to 16-bit, then I could adjust our
class screenshots accordingly to make them look as good as possible.  Other
mods like CS have done a pretty good job with this, but I expect they had
graphics artists who knew about things like this instead of coders who
throw on graphics artist hats when they have to ;)  That's the problem with
being a coder isn't it, you need to be competent in all areas of creating a
mod from graphics, to mapping, to modelling.

Rob Prouse
http://www.tourofdutymod.com

At 09:27 AM 12/04/2002 -0700, you wrote:
You need to use a 32-bit TGA
24bit color and 8bit alpha

HL will change the color to 16bit and use the alpha for transparanticy(sp?)
-Ms

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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Michael Shimmins

Yeah we experienced the same thing, just pointing out it is possible,
sorry should have been clearer.

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Chris Glein
Sent: Saturday, April 13, 2002 6:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TGA Files in Menus


Actually, I wouldn't recommend using TGAs as large as 512.  Although
they will work for most people, some rather popular video cards out
there seem to choke on them.  We had this problem of large TGA images
with an earlier version of SI, and it was fixed by breaking up the
image into two smaller ones.

Trust me, you don't want the hoards of obscure crash reports from
something like this ;)

-PNB


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Michael
Shimmins
Sent: Friday, April 12, 2002 10:18 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TGA Files in Menus


Actually you can have at least up to 512x512 as we use them in TAE.

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

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RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Kuja

since tgas are turned into a texture in memory (i am assuming) and *most*
video cards only accept square textures and *most* can only do up to 512x512
*or less* it causes problems sometimes.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Christopher
Long
Sent: Friday, April 12, 2002 10:03 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus


TGA's go up in powers of 2.
2,4,8,16,32,64,128,256,512 or so i heard.. i emailed the valve guys a real
while back asking about this. Something to do with gaphics cards and
limitations... aparantly you can use other sizes and they may distort. If
you want a weird dimensioned tga use the alpha channel to hide the excess
parts you don't need.

Unless we can use any size we want now but last talking to valve i think it
was ken birdwell or eric smith that told me can't remember but thats what i
was told.

Maybe they can restate it again for us :D what the vgui tga image size
limitations are.
- Original Message -
From: Chris Glein [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 6:17 AM
Subject: RE: [hlcoders] TGA Files in Menus


 Actually, I wouldn't recommend using TGAs as large as 512.  Although they
 will work for most people, some rather popular video cards out there seem
to
 choke on them.  We had this problem of large TGA images with an earlier
 version of SI, and it was fixed by breaking up the image into two smaller
 ones.

 Trust me, you don't want the hoards of obscure crash reports from
something
 like this ;)

 -PNB


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Michael
 Shimmins
 Sent: Friday, April 12, 2002 10:18 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] TGA Files in Menus


 Actually you can have at least up to 512x512 as we use them in TAE.

 Michael Shimmins
 The Absconder Effect (http://www.tae-mod.com)

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