UI Help

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

UI Help

Post by Silicone_Milk »

Not really level editing or modeling but... it's not programming either so I thought I'd post it.

What the hell is going on here?
Image

Why are there black backgrounds behind the numbers (except for the yellow for 0). I simply erased the number and painted my own and had a transparent background. Saved as 32 bit tga files so the alpha channel should be there...

I've seen this behavior before years ago on planetquake but I don't remember what's happening here. Thoughts?
User avatar
Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: UI Help

Post by Hipshot »

Did you compress the tgas in any way?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
User avatar
monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: UI Help

Post by monaster »

Or probably have a different name for the new chiffres than the original tgas do? In that case id's shaders obviously wouldn't work due to bad references.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: UI Help

Post by Silicone_Milk »

@Hipshot - not that I know of.

@monaster - same filenames
Post Reply