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Hello, with lights in my custom game definition, lights use RGBA values and not simply RGB. I propose a simple addition to game definitions which uses RGB by default, and allows developers to enable alpha channel values for any color keys detected by trenchbroom. Currently the way I accomplish this is to use an additional transparency key, which is fairly ugly if easy to do.
Thanks for your time!
The text was updated successfully, but these errors were encountered:
The color1 and color255 KV types, which aren't properly supported by Trenchbroom yet (relevant issues #4293, #1048) allows any arbitrary number of additional values after the three color values to be manually added (that's how Half-Life's light entities handle brightness, and would work here for alpha). Does Trenchbroom strip these when using the color picker? They should be kept.
On a related note, I'd imagine it'd make sense to allow the model() key's alpha parameter to take a color1 or color255 KV as input, and assume the fourth value is alpha.
Perhaps TB might read these values, but it certainly doesn't appear to use them when trying to create a new map. I can't verify whether they're being stripped from maps which actually do contain them or not, just that the smart editors don't pick up on them.
kduske
changed the title
Feature Request: Add Alpha Channel as optional value for color keys
Add Alpha Channel as optional value for color keys
Feb 17, 2024
Hello, with lights in my custom game definition, lights use RGBA values and not simply RGB. I propose a simple addition to game definitions which uses RGB by default, and allows developers to enable alpha channel values for any
color
keys detected by trenchbroom. Currently the way I accomplish this is to use an additionaltransparency
key, which is fairly ugly if easy to do.Thanks for your time!
The text was updated successfully, but these errors were encountered: