fodev.net
FOnline Development => Questions and Answers => Topic started by: phatskat on December 13, 2013, 05:21:22 pm
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So, I'm working on some interface mods to bring in more of a "New Vegas" UI feel and I had a couple questions:
#1 - Transparency: So, pure blue is transparent. Is there any "crossfade" supported in the engine? Currently, I'm getting something like this:
(https://i.imgur.com/EPE9pG2.png)
As you can see, the borders fade to a blue-ish color. Is it possible to use a "true" transparent layer for PNG to fix this?
#2 - Button and AP counter sprite locations. I tried leftbutton_on and rightbutton_on, as well as smallbutton_on and none of them seem to affect any of the buttons in the UI for the "on" state. Also, I have no idea where the green AP dots come from.
Any help would be appreciated.
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fonline uses png just fine, alpha channel fully supported, no need to apply the fallout palette. For the interface, you should be able to handle everything with just png's or fofrm's where needed. fofrm's are simple textfiles that save the extra information a .frm would save, like the number of frames. You would find some examples in the sdk.
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I have no idea where the green AP dots come from
Wasn't it IntApGreenPic?
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Wasn't it IntApGreenPic?
I don't see that in the art folder...or in the unpacked reloaded0001.zip in general. That and the button depressed sprites elude me, me I'll keep digging after work. Oh, and as far as transparency...I haven't been able to get it to work with pure PNG transparency - it still fades to blue. Edit: Nevermind. Someone didn't zip things up properly...
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I don't see that in the art folder...or in the unpacked reloaded0001.zip in general.
It's a property in default.ini/faction.ini which by default points to .frm file packed inside master.dat.