So, I'm working on coding a somewhat intimidating incarnation of the classic "Dual Uzis" for doom modding purposes, and I wanted to go for a kind of flashy Tarantino-esque asthetic, i.e. thunderous fire sounds, and large muzzle flashes. However, a problem I ran into when I was setting up the flash sprites, is that I can't get the actual flash to be consistently transparent ingame, let alone properly layered in front of the uzi sprites. Here's an image for reference.
"Realistic" Muzzle Flashes
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"Realistic" Muzzle Flashes
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Re: "Realistic" Muzzle Flashes
I do not understand your problem. What do you mean by "consistently transparent"? What do you mean by "layered in front of the uzi sprites"? This doesn't make sense to me in the context of HUD weapon editing.
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Re: "Realistic" Muzzle Flashes
I can't figure out how to set up the image so that the flash itself is positioned "in front of", as in behind in terms of image layers, the Uzi sprite, and simultaneously "cancel" out the black background for the flash layer. I've tried blend settings, re-positioning, messing with the alpha channel, but it's still this big ugly black square that obscures the player's vision ingame. Hopefully that makes a bit more sense.
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Re: "Realistic" Muzzle Flashes
Translucent PNG?
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Re: "Realistic" Muzzle Flashes
If the flash layer is behind the gun layer, there is no overlapping, period. I still can'T see the problem
As for the black background, read up on alpha channels.
As for the black background, read up on alpha channels.
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Re: "Realistic" Muzzle Flashes
Problem solved, thanks guys.