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21 Tips for Working with TGE 1.5 GUIs
21 Tips for Working with TGE 1.5 GUIs
| Name: | Herman Tulleken | |
|---|---|---|
| Date Posted: | Oct 31, 2007 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Herman Tulleken |
Blog post
Some of the Dos and Don'ts of GUI programming in Torque. Download the 9-page PDF from
http://www.luma.co.za/labs/torque_gui.html.
Here is a preview:

(See www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1382... for info on downloading the game).
http://www.luma.co.za/labs/torque_gui.html.
Here is a preview:

(See www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1382... for info on downloading the game).
Submit your own resources!| Magnus Blikstad (Oct 31, 2007 at 20:30 GMT) |
Quote:
10. Use TGAs, not PNGs, for transparent images that might scale.
PNGs work just fine, IF you save them correctly. Photoshop does NOT save PNGs correctly... unless you remove the default photoshop png plugin and install the old SuperPNG that support proper alpha channels rather than just "transparency". (make sure you create a real alpha channel and don't just do it the photoshop way of having the transparent parts invisible!).
Another way to do it is to use JPGs, call your base JPG whatever.jpg and then create another grayscale JPG named whatever.alpha.jpg. Using TGAs is a bit of a pain, it requires you to write code to support it and the files tend to be big which will result in an unnecessarily large download.
Edited on Oct 31, 2007 20:32 GMT
| Novack (Oct 31, 2007 at 20:36 GMT) |
| Dave Young (Oct 31, 2007 at 20:43 GMT) |
| Christian S (Oct 31, 2007 at 21:28 GMT) |
Thanks!
| Joshua Dallman (Oct 31, 2007 at 23:36 GMT) |
| Randy Condon (Nov 01, 2007 at 05:54 GMT) |
| Leslie Young (Nov 01, 2007 at 09:44 GMT) |
| Allyn "Mr_Bloodworth" Mcelrath (Nov 01, 2007 at 17:13 GMT) |
| Herman Tulleken (Nov 01, 2007 at 17:37 GMT) Resource Rating: 5 |
@Magnus: Yup... Using TGAs just seems easier (especially if TGA support is already in).
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| Magnus Blikstad (Nov 01, 2007 at 17:44 GMT) |
Quote:
@Magnus: Yup... Using TGAs just seems easier (especially if TGA support is already in).
I used to use TGA for everything years ago, but these days I really prefer PNG, with the SuperPNG plugin they're saved correctly, they're MUCH smaller than TGAs and windows happily previews them. (I actually wrote a shell extension to preview TGA files years ago... but it was pretty wonky so I'm quite happy I don't have to use it anymore =).
If you're worried about file sizes (which you may or may not be depending on your situation) TGAs are a pretty bad idea.
In either case, I just wanted to let people know there's options.... =)
| Javier Canon (Nov 02, 2007 at 00:40 GMT) Resource Rating: 5 |
| Herman Tulleken (Nov 07, 2007 at 15:59 GMT) Resource Rating: 5 |
Edited on Nov 07, 2007 16:01 GMT
| Luke Lamothe (Nov 21, 2007 at 08:49 GMT) |
TGAs compress just as small as PNGs when compiled into a game installer (as a PNG is just a zlib-ed BMP/TGA), so I don't see why you would be worried about the space that they take up.
Another bonus about using TGAs is that you can easily view and modify the alpha channel when needed, unlike the annoying "transparency" that PNGs use... very useful for programmers trying to find out why something isn't behaving as it should due to an artist not doing what *they* should be doing ;)
It took us less than an hour or so to get TGA support up and running with the community provided TGA project by XXXX which is here:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3598
Of course, in order to make use of this you need to have access to Torque's source code :)
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