Flipbook animation transparency
TrentOster
Administrator, Developer Posts: 433
A solution for animating alpha transparent sprites in the environment / as effects. The current one bit alpha does not allow the artwork to shine.
15
Comments
In all seriousness however I appreciate that you're posting your ideas here for us to comment on them.
And back on topic, I have no idea what an alpha transparent sprite is. I get the feeling that this is something you need to see to appreciate, in which case I'll throw my lot in with you and support it. Hopefully Trent listens and implements it.
/cry
@HeroicSpur I don't think it actually sounded like a joke, more like a reprehension. Hence the flaming.
(I'm glad I never posted the joke. It had crossed my mind too).
And as for Trent, he really is a hero for me in the current world of games. I honestly never believed we would be seeing anything like BG again, and to hear about BGEE and BG2EE and BG3 is just incredible. And whatsmore to be given the opportunity to post suggestions to enhance one of our favourite and best games ever...
I should not have been so flippant. I apologise to all concerned.
Anyway back on to alpha transparent sprites, I look forward to seeing some screenshots in the (near) future.
Its the internet, all you needed were some emoticons to make it sound like a joke or at least lighthearted
Oh, and though I had no clue what animating flipbook alpha-transparent sprites was about, I for one seemed to be able to read HeroicSpur's post without sensing the slightest disrespect to the Trentmeister. :-P
So with the changes that Trent wants to implement to transparency, would this make fire look better against, lets see, a blue background?
Enhanced Infinity Engine
Hi,
We are really interested in the ability to manage the alphablending in the Infinity Engine .
Indeed as part of the updating of the Paul Siramy graphical editor :
MergeDccV2 (originally for diablo 2, but should manage : .Bam format),
We seek to convert animations that have several layers of transparency .
Also except that the alphablending would certainly magnify the graphics of Baldur's Gate it would also allow modders to benefit even more options and creativity.
Also,
I share with you this discussion about it, that I adapted from a message originally in French .
"
Salomon Kane :
What we need to add / change in IE, so that BG can integrate without pixelisations :
Animations that benefit alphablending and to improve rendering ... ?
What relevant information could be transmitted to BG.EE developers (or modders) for its effective integration ... ?
What might need MergeDccV2 as a source or information to succeed in this future work destined for integration and especially the .Bams conversions... ?
"
Paul Siramy :
For me, the first thing would be the alpha channel support.
Several solutions :
Ideally : a new format of BAM (probably compressed),
generated from a 32bpp image (256 * 256 * 256 color = 16 million colors + alpha channel with a 256 level of transparancy),
Advantages: beautiful sprites in 16 million colors + medium level of transparancy
Disadvantage: BAM file size, not to mention the size once unzipped in memory (4 times more than current BAM 256 colors).
Developers are free to decline this format in several quality level (quality / size memory).
Another more practical solution without doubt an extension of the current size BAM, where each frame has an associated second frame reserved for the alpha channel. It would multiply "only" the size of BAM x2,
but would provide support for Diablo II following modes: 25% 50% 75% transparency (in fact, with this format is of course manages 256 levels of transparency, and it pixel by pixel) .
But that solves only the problems of transparency, it does not allow any effect, such as alpha-blending, brightness, etc.
Ideally, it should reproduce: the system of Diablo II: Managing the layers!
And of course each layer to the selected property as to draw it (at least as Diablo II).
If the BAM contains three times more frames (as manager three layers), or 3 BAMS, each with a single layer, no matter the result is the same.
But having a system layer is a necessity for me.
Just take "the arcane portal" from Diablo 2 (AA code) (*) to find : three layers, one normal, one transparent and one in alpha blending, not easy to manage in a single layer (otherwise it would mean * to * each pixel of a BAM, we have one more byte to decode, to know how to draw the pixel, complicated and probably not efficient).
EDIT: not to mention new features graphics, there is certainly something that all modders would appreciate: a BAM unlimited size to 256x256. Even if that is what the game engine which internally re-decomposed a BAM 400 * 400, into 4 part max of 256x256 pixels each.
"
Regards, S.K. .
Source :
AA/Gif : (*)
Links :
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24576-conversion-des-animations-de-diablo-2-a-8.html#post292832
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24576-conversion-des-animations-de-diablo-2-a-7.html#post292735
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24576-conversion-des-animations-de-diablo-2-a-7.html#post291316
http://forum.baldursgate.com/discussion/485/to-the-modders/p2
The BAM Palette currently stores BGRA, and A is 00.
We could just start using the alpha values in the palette, and if it's 00 then flip it to 0xff. We already have 00ff00 for transparent, so you would still use that as pure transparent.
BG2 would ignore the alpha values as it always has, and BGEE would start using them as long as they are not set to 0. We wouldn't need to change the file format at all, and it would give people the ability to make a bit nicer images.
Thoughts?
-Trent
-Trent
It would be nice to allow all of this stuff to be customizable.
-Galactygon
or just pull in a series on 32-bit.png images into a tool and create a .BAM V2.0.
I think the current planned extension will be a good place to start. Good thing is now we're getting some exposure to the code, so we can do more work in this area in the future. Thanks to @erephine and @salomonkane for a point in the right direction.
-Trent
@TrentOster, @ScottBrooks, thank you to you for your listening to the community,
@PaulSiramy thank you for your expertise, -Yes, please, it would be great if you could make available an BAM Editor, (we never have enough of this kind of artifact ^^) . -This seems very interesting and promising ...
Apparently all animations in IE are done in only 1 layer. Big animations (like the big red dragon) are split into several BAM parts, but it's complex, and all part are draw near each others, not one on top of the others. This looks like a limitation in the IE engine.
Beeing able to create animations in layers will open a marvelous door to animations variants (like the player weapon/armor system in Diablo II), and better animations quality (since each layer would have its own graphical effect). So, how diffult would it be to code something to bypass this limitation ?