drawmethod alpha settings

  • Thread starter Thread starter doranikofu
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doranikofu

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in the manual it says the alpha for drawmethod can be set to 0-6 but it only explains what -1 and 0 do.
I remember using alpha 1 for skill effect layer. And I saw that with alpha 6 you can set transparency. But I did not see anything that explain how, and what the other numbers do. If anyone could share some ideas it will be very helpful. Thanks.
 
1 to 6 is alpha effects. Here are the various effects (from the DCEmu manual):

~If set to 1, this entity will be displayed with alpha transparency.
~If set to 2, this entity will use negative alpha transparency (the darker colors are stronger, like shadows).
~If set to 3, this entity will overlay transparency. It's described in the engine as being a combination of alpha and negative alpha, and the formula is "bg<128 ? multiply(bg*2,fg) : screen((bg-128)*2,fg)".
~If set to 4, this entity will use hardlight transparency. Seems to be the opposite of overlay. The formula is "fg<128 ? multiply(fg*2,bg) : screen((fg-128)*2,bg)".
~If set to 5, this entity uses dodge transparency. Described in the code as being "Very nice for a colourful boost of light."
~If set to 6, this entity will use 50% transparency. The entire entity will be 50% transparent: every pixel will be averaged with the pixel right behind it.
~In 8bit colormode, this setting DOES NOT work with remaps. You need 16bit or 32bit color mode to use this together with remaps.

Remember, there's always the DCEmu manual, the wiki and the search box.  ;)
 
cool thx, I tried the wiki and the forum search box but did not come up with anything

Looks like 6 should work for my purpose although it is not working for my project at the moment for some reason. I copied the code from Rocket Viper and it clearly used setdrawmethod to define alpha type as 6. It works in RV though
 
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