-del-
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Re: -del-
I had also realised this when I was making the platform in route building. More on this later gtg head off to bed in a bit
Northern Line- Posts : 323
Join date : 2011-07-12
Age : 30
Location : London, UK
Re: -del-
Ok well what I did wongie was move the vertexes closest together till the transparent line is no longer seen. But this problem was when I was making a route on openbve. On routeviewer there were no invisible gaps or transparent lines but I could see them well on openbve. Weird :s
Northern Line- Posts : 323
Join date : 2011-07-12
Age : 30
Location : London, UK
Re: -del-
This has being mentioned umpteen amounts of time. The Wicked witch of the west cracks her whip and blames us, the developers. its a KNOWN issue to which she has no idea how to fix.
mrknowitall- Posts : 824
Join date : 2011-07-09
Age : 32
Location : W. Yorkshire
Re: -del-
Well, in my case it helped to save the texture in Photoshop: Save for web and devices -> Untick "Transparency". png textures sometimes contain their own alpha channel and if you don't tell the software to remove it will create this sort of mess.
To answer a possible question; no you don't have to set anything in the csv file, the alpha is simply contained within the png texture file. See here to get more details.
Just a thought though, but it helped me solve my case, so you might want to try this.
To answer a possible question; no you don't have to set anything in the csv file, the alpha is simply contained within the png texture file. See here to get more details.
Just a thought though, but it helped me solve my case, so you might want to try this.
Re: -del-
If the problem is suspected to be a hidden alpha channel, try substitutiing a bmp image temporararily. bmp doesn contain alpha, so if that clears the transparency you need look no further than doctoring you image file.
Re: -del-
wongie may i ask on your location of your image just above your set textures you put two dots ( /../) why is this?
mrknowitall- Posts : 824
Join date : 2011-07-09
Age : 32
Location : W. Yorkshire
Re: -del-
I've had the same issue and raised it to michelle on the forums and it turns out my texture sizes were wrong.
Maybe this is the issue?
Maybe this is the issue?
Re: -del-
Ah yes, the texture dimensions, each those has to represent a 2 powered... 64,128,256,512 pixels etc.
Last edited by Derryck on Sat Nov 26, 2011 9:58 pm; edited 1 time in total
Re: -del-
I had an issue with a (borrowed) background image where I couldn't fathom out why a dark vertical line at he intersection presented itself and couln't be found on the image. That was due to size >2 fault, and resizing fixed it. I doubt if that is Wongies answer in this case as it is transparency appearing wrongly, and quite a wide band of it.
It is still worth inspecting, all the same.
It is still worth inspecting, all the same.
Re: -del-
i do that with my textures though through three folders and with only forwards slashed and no dots?
mrknowitall- Posts : 824
Join date : 2011-07-09
Age : 32
Location : W. Yorkshire
Re: -del-
Don't worry, MrK. The "load texture" code line is not part of the problem unless it is linking the wrong texture file to the mesh. I don't suppose Wongie would be that stu . . . . . . . . . No! No way.
Re: -del-
It might be noted that this topic is duplicated on OBVE. A satisfactory likely explanation was provided there by Michelle three and a half hours ago.
This implicates sizing and alpha together with certain graphics cards.There is a limitation though that might cause this on some graphics cards: v1.3.1 still does not resize textures to a power of two, which leaves the graphics driver to do that job if it feels this is necessary. This can change alpha values in the texture which openBVE might have asssumed to be different. Please check if your texture is power of two and report back.
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