ZylonBane on 14/10/2018 at 05:58
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.
gamophyte on 14/10/2018 at 06:02
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...
Quote:
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.
PinkDot on 14/10/2018 at 14:12
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.
ZylonBane on 14/10/2018 at 15:28
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.