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Ares PCX Cameo
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Jul 28, 2018 2:05 am    Post subject:  Ares PCX Cameo Reply with quote  Mark this post and the followings unread

The original shp cameo has 4 corners transparent (back ground color). How can PCX do the same?
Indexing makes transparent color white #Mad
1st color doesn't become transparent either

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jul 28, 2018 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Works fine for me (I've made several hundred PCX cameos), just make the first colour in the pal/index a bright colour not used anywhere else in the cameo & then draw it in the corners.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Jul 28, 2018 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

The color specifically has to be RGB(255,0,255) or close to it (maximum deviation is 3 units per color channel - so 252,3,252 would still work but 252,4,252 doesn't) and its index in the palette does not matter.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Jul 28, 2018 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pure purple amazingly works.
Is there a reason for that? Ares or PCX specific?Smile

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Jul 28, 2018 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Pure purple amazingly works.
Is there a reason for that? Ares or PCX specific?Smile


I think it is how game draws PCX elements with transparency in first place (like the country flags).

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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sat Jul 28, 2018 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

When i make a PCX cameo for testing, i color the background color to black to match the sidebar empty cameo corner.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Fri Sep 07, 2018 4:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
The color specifically has to be RGB(255,0,255) or close to it (maximum deviation is 3 units per color channel - so 252,3,252 would still work but 252,4,252 doesn't) and its index in the palette does not matter.
Actually pal color channels have to be multiples of 4, so 255,3,255 is actually 252,0,252
https://www.modenc.renegadeprojects.com/PAL

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Sep 07, 2018 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Actually pal color channels have to be multiples of 4, so 255,3,255 is actually 252,0,252
https://www.modenc.renegadeprojects.com/PAL


Yes, but PCX holds 8-bit color palette by default for which this Starkku instruction is for (not 6-bit PAL)  so this consideration not matter for PCX and besides that the game will downgrade internally the PAL into 5-6-5 from 6-6-6 if we wanted be really accurate about PAL limits and doing it so that it won't downgrade further would have to be multiples of 8 for red and blue and multiples of 4 for green..thus max final value would be 248,252,248 in 16 bit color for closest to white color.

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