Font Help

In most of the messed-up files, religion 1 shows as aluminum, and the other religions show in the order of the icons following aluminum. *Two rows down* from where they are supposed to be. I do not think the XML is involved. Somehow when the game is "parsing" the tga file, it is getting awfully confused about where the icons start and stop.
 
OK, using DXTBMP, I can see why the problem is happening. I am using photoshop elements, and transparency is displayed as a selection, either on or off. However, when I draw the transparency, it is drawn as a greyscale, so I am getting "a little" transparency in places where the selection does not show it. Think about the transparency as a 0..255, and the selection threshold is 128. Above 128 shows transparent, below 128 shows opaque. But in reality I am getting a full greyscale, and the game gets upset if there is a nonzero transparency on the magenta grid.

I can see this in dxtbmp and I can fix some instances of it, but that is tedious. I have access to photoshop 7, but I can't get it to display an alpha channel. I need to learn more about elements and/or photoshop, in order to understand better how to see what my transparency really is.

But at least I can *see* the problem now and I understand it, I just don't know how to use the tools well enough to avoid it.

The right software solution for this is to modify the targa parser in the game so it doesn't get upset about transparency on the magenta gridlines. I don't plan to learn the SDK to perform that. Second best is to write a batch targa read/write, which will detect the magenta gridlines and force 100% transparency on them. So, I will look up an API which can read/write targa with transparency.

Sigh. I guess mastering gamefont.tga is a "rite of passage" every modder must go through. It was really silly of Firaxis to choose targa for this when everything else uses dds; perhaps they had some reason I cannot think of.

EDIT: actually, the problem I had is with the drawing tool, not the file format. The same problem would have occurred in dds. See two posts down for the solution. I'm not going to pursue a checker/autofixer for this right now.
 
If you have any kind of AntiAliasing effects turned on it will create 'blur/shaded' pixels around your graphics when you paste, delete, resize etc. to make the result look smoother.

The solution is to turn off AntiAliasing to avoid getting those extra 'blur/shaded' pixels - at least when you are inserting the final result into the grid.
 
Back
Top Bottom