Masked colour and setting texture alpha

BlitzMax Forums/MiniB3D Module/Masked colour and setting texture alpha

Hezkore(Posted 2008) [#1]
I have two questions, first of all...
Is it possible to change what colour transparent is when loading masked textures?
The default colour is black but I'd like it to be magenta (RGB 255,0,255)

And secondly, is it possible to change how transparent (overall) a texture is?
I know there's BrushAlpha() but what if I'm using a texture and not a brush?


simonh(Posted 2008) [#2]
There's no command to change the mask colour but if you poke around with the source code you might be able to come up with something. I'll see about adding a command in the next release.

To change how transparent a texture is you need to make use of an image's alpha channel - a program such as Photoshop or GIMP allows you to paint alpha onto an image and then save it as .png. (.bmp doesn't support alpha).


Hezkore(Posted 2008) [#3]
I need to set the textures overall alpha ingame.


simonh(Posted 2008) [#4]
No, there's no global alpha setting for textures.


Hezkore(Posted 2008) [#5]
Fair enough... I'll just ask my next question here instead of starting a new topic..
Is it possible to detect collision between two objects without anything happening?
I want the player to pass through the object but the collision should still be detected via CountCollisions() or CollisionEntity()


simonh(Posted 2008) [#6]
No, not without some hackery.