@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.
@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....
@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.
@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
@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.
@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
@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.
@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.
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.
@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.
Comments
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.
[Edit] No, I *had* a cleaned-up version here but for some reason I shot it. Won't take too long to recreate it.