Transparency on health-bar
I've made a new health-bar for my dmod, but mine has rounded corners, with all white to make that part transparent. Cool.
But when I start dink, the RGB(255,255,255) color is showing up around the health bar! Is the healthbar drawn in a way so that it doesn't have transparency? When I come to think of it all of the images on the original health bar are perfect squares... :/
But when I start dink, the RGB(255,255,255) color is showing up around the health bar! Is the healthbar drawn in a way so that it doesn't have transparency? When I come to think of it all of the images on the original health bar are perfect squares... :/
I don't think the healthbar is an exception to white being transparent. That said I have no idea why you're experiencing this and who knows, maybe you're right and there are exceptions. Which would be cool because exceptions can be exploited!
But I really think there's a problem elsewhere. If you want to check to see if the healthbar is an exception the rule of white being transparent, load the graphics for it into a different sequence and just place them as you would a normal sprite. If the white still persists it has something to do with the graphics themselves, not the healthbar slot.
But I really think there's a problem elsewhere. If you want to check to see if the healthbar is an exception the rule of white being transparent, load the graphics for it into a different sequence and just place them as you would a normal sprite. If the white still persists it has something to do with the graphics themselves, not the healthbar slot.
It does work if I place in in the editor, as a sprite! :/
exception to be exploited!
I guess I'll have to modify it and make it a square... thanks anyway.
Have you tried removing the LEFTALIGN part from the healthbar pathnames in dink.ini? I think that attribute actually makes it so the graphic won't have any transparency, black nor white... Heck, I wouldn't be surprised if that's the only thing LEFTALIGN does, and it's just rather poorly named.
EDIT: Sadly, this doesn't seem to work on ordinary sprites. You can see it in action with load_sequence_now graphics\inter\health\hm-w- 190 LEFTALIGN, though, which has both black and white pixels.
EDIT: Sadly, this doesn't seem to work on ordinary sprites. You can see it in action with load_sequence_now graphics\inter\health\hm-w- 190 LEFTALIGN, though, which has both black and white pixels.
Nope, i tried removing the leftalign earlier, but it still doesn't work. I don't think it uses the same function when drawing the interface, because it doesn't do it within the dinkC code. Seth probably didn't bother to make it use transparency because he didn't use it there...!
Good point - I was mistakenly thinking of the healthbar as having transparency, when it really just shows a white or black background... No way to see the blue bricks underneath it.
The only other thing I can think of is creating the statusbar yourself via DinkC, but if you only want to change the shape of the healthbar, that's probably so not worth the trouble.
The only other thing I can think of is creating the statusbar yourself via DinkC, but if you only want to change the shape of the healthbar, that's probably so not worth the trouble.
Hm no I dont think it would be.. probably wouldn't work very well!
Oh well, it looks ok as a rectangle too!
Oh well, it looks ok as a rectangle too!
I don't think the healthbar is an exception to white being transparent.
It is. So are the experience numbers (and I think also the stats, but obviously not the level). In my (unfinished) engine, I originally used the method that was used for all other sprites, and found that these sprites could not be transparent. Well, at least not when used by the engine; if you use them as sprites, they are treated normally.
It is. So are the experience numbers (and I think also the stats, but obviously not the level). In my (unfinished) engine, I originally used the method that was used for all other sprites, and found that these sprites could not be transparent. Well, at least not when used by the engine; if you use them as sprites, they are treated normally.