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Solved Which kind of alpha transparency does Mugen use?

Question that is answered or resolved.

kimono

Well-known member
Hi, I'm wondering what kind of transparency is used in Mugen games to not have black borders in some particle effects and flash fx?
Thanks for your lights ;)
 
Solution
Ah, let me correct this information: the closest to OpenBOR's alpha 1 in Mugen would be A, not A1.
A1 would be closest to alpha 6 in OpenBOR.
There are some shortcut if you don't want to use "add source and dest", which is

A - add - draws with additive transparency (alpha defaults to 256,256)
A1 - add1 - deprecated in 1.1; draws with additive transparency (alpha defaults to 256,128)
S - sub - draws with full subtractive transparency (alpha is fixed at 256,256)

You can read more about it here The AIR format and standard
Hi, I'm wondering what kind of transparency is used in Mugen games to not have black borders in some particle effects and flash fx?
Thanks for your lights ;)

Try additive blending (A1). This is the closest I know of to OpenBOR's Alpha 1 mode. Mugen's algorithm can be rather finicky, so you'll need to make sure the sprites are clean and well made.

DC
 
@kimono, I'm moving this to the ask and answer area, marking the accepted answer, and setting solved prefix. In the future please do this yourself. Putting technical questions into general discussion areas and manually typing [solved] into the title isn't really useful for searching and organizing.

DC
 
Ah, let me correct this information: the closest to OpenBOR's alpha 1 in Mugen would be A, not A1.
A1 would be closest to alpha 6 in OpenBOR.
There are some shortcut if you don't want to use "add source and dest", which is

A - add - draws with additive transparency (alpha defaults to 256,256)
A1 - add1 - deprecated in 1.1; draws with additive transparency (alpha defaults to 256,128)
S - sub - draws with full subtractive transparency (alpha is fixed at 256,256)

You can read more about it here The AIR format and standard
 
Solution
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