08-07-2010, 11:09 AM
To explain the things the both guys noted above:
In all LF2 spritesheets, you will have a black background.
However, ingame, you do not see the background (woudl look sucky, wouldnt it?).
The reason is: LF2 engine uses a special kind of transparency. It will not display anything, if the color is 0/0/0 = perfect black.
Due to your hair changing you may accidentally changed the black 0/0/0 area around his hair, too. Into something like 2/7/6 maybe or whatever.
For human eye, there is no visible diffirence between 0/0/0 and 2/7/6 (both is black), but the LF2 engine will account latter color as something it is supposed to display.
I'm using this fact whenever i want to have "black" in my sprites, since using the 0/0/0 "standard black" will be transparent ingame. Instead, using 2/2/2 black will make LF2 display black pixels.
A little tip:
Before testing your sprite ingame, always (if your graphic problem has such an option) use the "Replace" function, then choose 0/0/0 black with tolerancy 0 (so it will ONLY replace the transparency-black) and choose something like dark red as replacement color.
Now the background of your sprite should be red. And on spots where you have "dirty pixels" (like around his hair) the black would actually stay black in the spritesheets (since it is not 0/0/0).
PS: "0/0/0" and other numbers refer to the RGB-System...
In all LF2 spritesheets, you will have a black background.
However, ingame, you do not see the background (woudl look sucky, wouldnt it?).
The reason is: LF2 engine uses a special kind of transparency. It will not display anything, if the color is 0/0/0 = perfect black.
Due to your hair changing you may accidentally changed the black 0/0/0 area around his hair, too. Into something like 2/7/6 maybe or whatever.
For human eye, there is no visible diffirence between 0/0/0 and 2/7/6 (both is black), but the LF2 engine will account latter color as something it is supposed to display.
I'm using this fact whenever i want to have "black" in my sprites, since using the 0/0/0 "standard black" will be transparent ingame. Instead, using 2/2/2 black will make LF2 display black pixels.
A little tip:
Before testing your sprite ingame, always (if your graphic problem has such an option) use the "Replace" function, then choose 0/0/0 black with tolerancy 0 (so it will ONLY replace the transparency-black) and choose something like dark red as replacement color.
Now the background of your sprite should be red. And on spots where you have "dirty pixels" (like around his hair) the black would actually stay black in the spritesheets (since it is not 0/0/0).
PS: "0/0/0" and other numbers refer to the RGB-System...
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