2010-10-25, 05:38 PM
I spent much of the morning today trying to figure out why the little triangles you sometimes see around map tiles in som_db.exe were showing up in DarkDestiny with Ex in some modes.
It turns out whether intentional or accidental, under som_db.exe colorkey is disabled for map tile textures, even though the textures themselves are colorkeyed. But in a som_rt.exe game (built game) colorkey is enabled.
Sometimes there are little triangles embedded in map tiles, either intentionally or accidentally. They may work like control points, or just be visual cues. I thought sometimes they were yellow, but they seem to be black... at least in a som_rt.exe game. They may well have a yellow texture under som_db.exe.
Anyway, what this means is when you're working on your project (normally) if you make a map tile and wanted to knockout some texels like the way you can with objects by making them black, that would not work. But after you build your game, the texels will be knocked out. And in fact if they are not there are many map tiles which have those little triangles which if visible in a final game would be bad.
Anyway, what this means is you should be able to use transparent texels just fine with your custom map tiles, even though I'm not sure any that come with Som do so (probably not)
With Ex I'm tempted to just always apply the colorkey even under som_db, but may just add a do_colorkey option so you can get the same effect while working on your project until we can figure out if there is any significance to the way Som handles this. If the little triangles are indeed yellow under som_db.exe then colorkey would probably not apply to them anyway (not being black)
Another thing to keep in mind is the colorkeying under Ex actually looks really great, because it is filtered (smoothed / not jagged) when your texture is done correctly.
It turns out whether intentional or accidental, under som_db.exe colorkey is disabled for map tile textures, even though the textures themselves are colorkeyed. But in a som_rt.exe game (built game) colorkey is enabled.
Sometimes there are little triangles embedded in map tiles, either intentionally or accidentally. They may work like control points, or just be visual cues. I thought sometimes they were yellow, but they seem to be black... at least in a som_rt.exe game. They may well have a yellow texture under som_db.exe.
Anyway, what this means is when you're working on your project (normally) if you make a map tile and wanted to knockout some texels like the way you can with objects by making them black, that would not work. But after you build your game, the texels will be knocked out. And in fact if they are not there are many map tiles which have those little triangles which if visible in a final game would be bad.
Anyway, what this means is you should be able to use transparent texels just fine with your custom map tiles, even though I'm not sure any that come with Som do so (probably not)
With Ex I'm tempted to just always apply the colorkey even under som_db, but may just add a do_colorkey option so you can get the same effect while working on your project until we can figure out if there is any significance to the way Som handles this. If the little triangles are indeed yellow under som_db.exe then colorkey would probably not apply to them anyway (not being black)
Another thing to keep in mind is the colorkeying under Ex actually looks really great, because it is filtered (smoothed / not jagged) when your texture is done correctly.