Small graphic problem
Small graphic problem
I again,
Has copied more tasteless, and has exchanged animations.
More cross-fader is properly shown, other more fader and potentiometer are brighter.
The worth one in the blit window are identical.
Has copied more tasteless, and has exchanged animations.
More cross-fader is properly shown, other more fader and potentiometer are brighter.
The worth one in the blit window are identical.
- Attachments
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- Snap1.jpg (28.05 KiB) Viewed 6511 times
Yes you do. You'll need an alpha channel transparency on the pots & sliders. The tricky part is that for this device (in perspective), you'll also need the shaded shadows to be part of the alpha channels' black section of the mask (the part which gives you transparency). IE each frame will need to include a shaded grey section in the alpha channel which represents the shadow (as it goes from say mid grey to black it will become more transparent). To be honest that's gonna be a lot of work to get right for the 130+ pot & slider animations in your design.stuff3d wrote:I need nobody transparent background.
Yes, this is because you haven't created your alpha channel properly.Picture are in such a way rendered how one sees bright recktangle.
See what I've written above.I must do this in such a way, because of Shades.
Maybe someone could translate this into German, so that you can understand in more detail what's being said.
if you want to use animations, you are forced to use tga files, but if you want to use bmp files, you must not use animations, but you can replace the faders layers and then use the sdk transparency and shadows tools.
for potentiometers, you must always use tga with alpha channel, or the result will be the same in your picture, or if you are unable to render tga files, you can do bmp files with the exact identical background of the device surface......
for potentiometers, you must always use tga with alpha channel, or the result will be the same in your picture, or if you are unable to render tga files, you can do bmp files with the exact identical background of the device surface......
i have not understood if you have solved the problem, but
for faders, it's better not to use animations, but just replace the layers of the fader browsing the gotree.
But in every case, when alpha channel is needed, you must use 32 bits tga files with alpha channel.
If in your last example you have used to replace the faders layers, you need to resize it and to set the background layer transparency and to select the fader background, you must browse to the gotree and the same is if you need to resize some of the fader layers.
If you need some help, you could save your fader as a new device and send it to me to be optimized.
for faders, it's better not to use animations, but just replace the layers of the fader browsing the gotree.
But in every case, when alpha channel is needed, you must use 32 bits tga files with alpha channel.
If in your last example you have used to replace the faders layers, you need to resize it and to set the background layer transparency and to select the fader background, you must browse to the gotree and the same is if you need to resize some of the fader layers.
If you need some help, you could save your fader as a new device and send it to me to be optimized.
Micron, I thought it was only possible to use a single bitmap frame for sliders if they're perfectly rectangular or square. So how would you do that with a slider in perspective that doesn't have straight edges? I thought an alpha channel would be needed unless the background skin colour is even & not shaded. I also can't understand how these knobs could be implemented without using tga files with alpha channel. I suppose if the bitmaps contain their relevant sections of background skin it could be pieced together, but I can't see why you'd want to do it like that.
for fader knob it's better to use a tga with alpha, but i was talking about the fader's layers that generally are 3 and it seemed that in the above image example the background layer is not a needed part, so by setting it transparent could solve the problem, but i'm not sure if it is a fader or a pot animation....
Mine was problem if I have moved precast animation in sdk, and then has pretended, then has substituted aniamation, she was too bright. then I have animation after him insert in sdk directly peplaced, then has fitted brighthness.
Follower File 1 is too bright, File 2 is right. origin-animation ear the same.
[/quote]but I can't see why you'd want to do it like that.
I must have because of perspektive singlepicture so. dur perspektive changes x/y measured Shades.
the shade is still bad,
However, will be repaired in version 1. there will be perfect shades. however, this signifies 3-3,5 h rendering per picture.
Follower File 1 is too bright, File 2 is right. origin-animation ear the same.
[/quote]but I can't see why you'd want to do it like that.
I must have because of perspektive singlepicture so. dur perspektive changes x/y measured Shades.
the shade is still bad,
However, will be repaired in version 1. there will be perfect shades. however, this signifies 3-3,5 h rendering per picture.
- Attachments
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- fader.zip
- (1.27 MiB) Downloaded 239 times
i have done a correction to the fader movestyle and to the min/max values (why it was negative too?).
So you have used a bitmap animation for a fader, it's ok with the correct movestyle setting, but as you can see, the mouse pointer is not always on the knob.
Scope sdk does not need animations to make faders, so for your next work, i suggest you to export a 32 bit single frame tga with alpha channel of the fader's knob and a fader background (this can be bitmap too), then replace the layers of an existing fader and you are done with just 2 images instead of an animation sequence and you'll obtain a fader with the correct behavior that will offer you a total control over the background contrast.
here is the modified fader
So you have used a bitmap animation for a fader, it's ok with the correct movestyle setting, but as you can see, the mouse pointer is not always on the knob.
Scope sdk does not need animations to make faders, so for your next work, i suggest you to export a 32 bit single frame tga with alpha channel of the fader's knob and a fader background (this can be bitmap too), then replace the layers of an existing fader and you are done with just 2 images instead of an animation sequence and you'll obtain a fader with the correct behavior that will offer you a total control over the background contrast.
here is the modified fader
In this case however, you're using a perspective view with lots of controls on top of a shaded background. It should be OK to use bitmaps...if it works
Just means you're going to have to be pixel perfect with your control placement.
Just means you're going to have to be pixel perfect with your control placement.
Last edited by sharc on Fri Nov 24, 2006 1:08 pm, edited 1 time in total.