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Fireplaces lightning and warm air effects are angular

ankhegankheg Member Posts: 546
edited December 2012 in Not An Issue
Not sure if it is a bug or not, but sometimes it's quite easy to see. (Candelkeep, priest's quarters!)
Post edited by AndreaColombo on

Comments

  • AndreaColomboAndreaColombo Member Posts: 5,533
    @Yovaneth would be our resident expert on these matters.
  • YovanethYovaneth Member Posts: 691
    edited December 2012
    @ankheg @andreacolumbo It's a colour mis-matched bam that still exists in BG:EE - looks like it may have been saved as 8-bit rather than 24-bit. Logged in redmine.
  • ankhegankheg Member Posts: 546
    Thanks, I have a similiar post about dust clouds. (near Durlag's tower) Their shape is ok but it isn't smoothed like the spell effects.
  • YovanethYovaneth Member Posts: 691
    @ankheg That will be a mod rather than a bug as - operationally - there's nothing wrong with the the bam. I'll take a look and see what I can do.
  • YovanethYovaneth Member Posts: 691
    edited December 2012
    @ankheg Sorry guys - it can't be done. I've just spent three hours fighting with both versions of BAMWorkshop and when I finally did get a modified working BAM it didn't look that different. We need an alpha channel for BAMs....
  • ankhegankheg Member Posts: 546
    edited December 2012
    Yovaneth said:

    @ankheg Sorry guys - it can't be done. I've just spent three hours fighting with both versions of BAMWorkshop and when I finally did get a modified working BAM it didn't look that different. We need an alpha channel for BAMs....

    Yeah I should have known. Is there a possibility of this upgraded BAM file thing? There was a post about this I guess... thanks anyway.
  • AndreaColomboAndreaColombo Member Posts: 5,533
    @Yovaneth - Actually, BAM files already have an alpha channel—it just supports a single layer of alpha blending as opposed to several. It's the channel 1PPv4 uses to make the Softer Spell Effects component :)
  • YovanethYovaneth Member Posts: 691
    edited December 2012
    @andreacolumbo For BGEE, yes, but @ankheg is talking about BG1. Yes, no, maybe :). I'd also love to put my hands on the source code for Bam Workshop 2 but it's not available.
  • AndreaColomboAndreaColombo Member Posts: 5,533
    @Yovaneth - @klatu mentioned his willingness to look into BAM editing for the tool he's developing, so perhaps we'll get the an improved BAM-Workshop-like tool within the tool :)
  • ankhegankheg Member Posts: 546
    Yovaneth said:

    @andreacolumbo For BGEE, yes, but @ankheg is talking about BG1. Yes, no, maybe :). I'd also love to put my hands on the source code for Bam Workshop 2 but it's not available.

    I was talking about BGEE, I don't know why I put this in BG1. Actually I was sure I put this in BGEE buglist. :)
  • AndreaColomboAndreaColombo Member Posts: 5,533
    @ankheg - Thread moved :)
  • YovanethYovaneth Member Posts: 691
    @ankheg @andrea_columbo I took a look at adding alpha channels to the three dust devils but found that it's a lot of effort for very little return :( 107 frames per BAM is no joke, even if some of them are repeated.
  • ankhegankheg Member Posts: 546
    edited December 2012
    I guess I will just decrease the brightening setting on my monitor. No more square-lighted fireplaces. :)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    @Yovaneth Can't you just force blending in the area animation? That's how chimney smoke is done.
  • YovanethYovaneth Member Posts: 691
    @avenger_teambg My ar0500 dust devils are already set to Blend All Colours. Could you check yours for me please?
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited December 2012
    Yeah, though devil 3 seems somewhat crippled. Full of garbage, it is a small wonder it works.
    I can add alpha channel generation for bams. Just give me a formula.
    (r+g+b)/3
    or 2*(255-(((r+g+b)/3)))
    or something like that.
  • YovanethYovaneth Member Posts: 691
    edited December 2012
    @avenger_teambg I agree with that assessment. I've got a cleaned-up version here which I'll post into redmine.

    [Edit] No, I *had* a cleaned-up version here but for some reason I shot it. Won't take too long to recreate it.
    Post edited by Yovaneth on
  • YovanethYovaneth Member Posts: 691
    @avenger_teambg Grrrr.... it's BAMW's palette control screwing things up again. If you open it in BAMW2 the entire sequence is clean. As for an alpha channel formula.... I ain't got a clue!!! :) A very poor mental calculation seems to indicate that your second suggestion is the better of the two.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Yes, that second formula includes clipping of course. That's what gemrb uses some places.
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