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March 23rd, 2009, 05:45 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Invisible colour
Sounds more like you've put the resources on a unit up to some impossible value.
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March 23rd, 2009, 06:05 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Invisible colour
Yep, that's invalid resource value error. Anything past 900 is liable to cause a crash. The Better Independents mod's earliest attempts suffered from that. When I dialed it down to having a base resource cost of 800 for the units I wanted disabled, it worked. I wouldn't put anything past 850 there.
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March 24th, 2009, 03:06 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Invisible colour
If you give your warmachine armor instead of natural protection, make sure to test it against armor-destroying spells. Armor of Achilles, Descruction and Acid Storm outright destroy all armor, and weaker Acid spells as well as Rust Mist cause armor to be suspectible to breaking when the unit takes (melee?) damage.
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March 24th, 2009, 04:58 AM
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Private
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Join Date: Mar 2009
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Re: Invisible colour
Check, the resource value is too high.
i'll try with 500. Or perhaps, 300, it's a god after all.
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March 24th, 2009, 05:25 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Invisible colour
Why does it need a resource cost at all if it's a pretender?
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March 30th, 2009, 03:37 AM
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Private
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Join Date: Dec 2008
Location: Madison, WI
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Re: Invisible colour
From my experience Dominions does support the 32 bit targas, but when using them you have to use the alpha channel for the background color instead of black (and I haven't figured out how to do the shadows). That being said, the 24 bit still seems easier to me, as it is much simpler to just color everything black then to painstakingly select the background and All and Only the background before converting to alpha, plus it tends to leave those unsightly black lines.
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March 30th, 2009, 04:55 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Invisible colour
When transparency is enabled, you can do the shadows with an area of 50% black.
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April 3rd, 2009, 07:48 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Invisible colour
sounds like a powerfull nation.. if you go sci-fi try balancing it against my nations from dominions 3000. It seems like those might be the nicest to play agaisnt thematically.. not to mention they are a bit stronger than regular too (though yours might be quite a bit stronger from the hints you dropped here). My Ulm nation is based on WH40K spacemarines quite a bit and the orcs are probably somewhat similar to WH40K orcs (don't know exactly since except for sprites they wheren't a real inspiration but giving orcs guns and spacecraft might get there fast I guess)
anyway I dont'know about 32-24 bits but I always delete the alpha channel in the end else I get blackboxed units, magenta as shadow is best but earlies I've had black there and acutally I didn't really notice either.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 4th, 2009, 03:19 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Invisible colour
24 bits == RGB, 8 bits (value range 0-255) per color channel
32 bits == RGBA, the above with an additional 8 bits for the alpha channel mask
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