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Giant screenshot keying #1260
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I actually came across the code to do this today. Can probably get a solution for it tomorrow. |
Since the screenshot format is PNG by default, saving it with transparency directly might indeed be possible. That would save you the extra step of taking out the pink. |
Hmm that might not be too easy. I know the sprite it assigns for drawing the background. My plan was to just upload a g2 version in pink and then link to that when in giant screenshot. It would be a bit harder to change the whole drawing code to also create a transparency mask. |
Ah, I didn't know that (which is why I said 'might'). In that case pink will do, I think. :) |
Doh just realised this wont work at present. Some old code still accesses g1 so this will fail. I have to implement that first but its going to take a couple weeks to get the code ready for it. |
just have to set height of the background element to 0 so it doesn't draw, and memset the screenshot buffer to 0 before drawing and make that the transparency key. |
@zsilencer ahh that does sound like a better approach. |
so i put it in a branch |
^We changed the black tiles with custom pink tiles and manually colored over the custom scenery like that. Not the fastest solution but it worked kinda well. |
ok if you are able to change the black tiles with custom tiles that are colored with palette index 0 instead of pink, then the giant screenshot should make it transparent for you. if you could test out my branch and see? |
How can I test out your branch? |
here is the built dll, just replace the existing one |
tried it replacing the dll (it's in the same folder as openrct2.exe, right?), but it didn't do anything different to the original one? No keying or transparency whatsoever. |
are you building the game? if so need to replace the dll in the build folder. |
^Nope, I'm just a 'user' :) |
Wonder if the feature should be a option |
Can I comment to revisit and ask if enabling transparency for RCT2 background in giant screenshots is at all possible? |
It's very likely to be possible, it's just that this is one request in the big pile of feature requests and bugs to address. |
…-screenshot Implement #1260: Transparent Giant Screenshots
- Feature: [#485] Rides can now be simulated with ghost trains during construction. - Feature: [#1260] Option for making giant screenshots have a transparent background. - Feature: [#2339] Find local servers automatically when fetching servers. - Feature: [#7296] Allow assigning a keyboard shortcut for the scenery picker. - Feature: [#8029] Add the Hungarian Forint (HUF) to the list of available currencies. - Feature: [#8481] Multi-threaded rendering. - Feature: [#8558] Guest debugging tab. - Feature: [#8659] Banner and sign texts are now shown in tooltips. - Feature: [#8687] New multiplayer toolbar icon showing network status with reconnect option. - Feature: [#8791] Improved tile element flag manipulation in Tile Inspector. - Feature: [#8919] Allow setting ride price from console. - Feature: [#8963] Add missing Czech letters to sprite font, use sprite font for Czech. - Feature: [#9154] Change map toolbar icon with current viewport rotation. - Change: [#7877] Files are now sorted in logical rather than dictionary order. - Change: [#8427] Ghost elements now show up as white on the mini-map. - Change: [#8688] Move common actions from debug menu into cheats menu. - Change: [#9428] Increase maximum height of the Hypercoaster to RCT1 limits. - Fix: [#2294] Clients crashing the server with invalid object selection. - Fix: [#4568, #5896] Incorrect fences removed when building a tracked ride through - Fix: [#5103] OpenGL: ride track preview not rendered. - Fix: [#5889] Giant screenshot does not work while using OpenGL renderer. - Fix: [#5579] Network desync immediately after connecting. - Fix: [#5893] Looking at guest window tabs other than the main tab eventually causes assertion. - Fix: [#5905] Urban Park merry-go-round has entrance and exit swapped (original bug). - Fix: [#6006] Objects higher than 6 metres are considered trees (original bug). - Fix: [#7039] Map window not rendering properly when using OpenGL. - Fix: [#7045] Theme window's colour pickers not drawn properly on OpenGL. - Fix: [#7323] Tunnel entrances not rendering in 'highlight path issues' mode if they have benches inside. - Fix: [#7729] Money Input Prompt breaks on certain values. - Fix: [#7884] Unfinished preserved rides can be demolished with quick demolish. - Fix: [#7913] RCT1/RCT2 title sequence timing is off. - Fix: [#7700, #8079, #8969] Crash when unloading buggy custom rides. - Fix: [#7829] Rotated information kiosk can cause 'unreachable' messages. - Fix: [#7878] Scroll shortcut keys ignore SHIFT/CTRL/ALT modifiers. - Fix: [#8219] Faulty folder recreation in "save" folder. - Fix: [#8480, #8535] Crash when mirroring track design. - Fix: [#8507] Incorrect change in vehicle rolling direction. - Fix: [#8537] Imported RCT1 rides/shops are all numbered 1. - Fix: [#8553] Scenery removal tool removes fences and paths while paused. - Fix: [#8598] Taking screenshots fails with some park names. - Fix: [#8602] Wall piece collision detection deviates from vanilla - Fix: [#8649] Setting date does not work in multiplayer. - Fix: [#8873] Potential crash when placing footpaths. - Fix: [#8882] Submarine Ride does not count as indoors (original bug). - Fix: [#8900] Peep tracking is not synchronized. - Fix: [#8909] Potential crash when invoking game actions as server. - Fix: [#8947] Detection of AVX2 support. - Fix: [#8988] Character sprite lookup noticeably slows down drawing. - Fix: [#9000] Show correct error message if not enough money available. - Fix: [#9067] Land/water tools show prices when money is disabled. - Fix: [#9124] Disconnected clients can crash the server. - Fix: [#9132] System file browser cannot open SV4 files. - Fix: [#9152] Spectators can modify ride colours. - Fix: [#9202] Artefacts show when changing ride type as client or using in-game console. - Fix: [#9240] Crash when passing directory instead of save file. - Fix: [#9245] Headless servers apply Discord Rich Presence. - Fix: [#9293] Issue with the native load/save dialog. - Fix: [#9322] Peep crashing the game trying to find a ride to look at. - Fix: [#9324] Crash trying to remove invalid footpath scenery. - Fix: [#9402] Ad campaigns disappear when you save and load the game. - Fix: [#9411] Ad campaigns end too soon. - Fix: [#9476] Running `simulate` command on park yields `Completed: (null)`. - Fix: [#9520] Time Twister object artdec29 conversion problem. - Fix: Guests eating popcorn are drawn as if they're eating pizza. - Fix: The arbitrary ride type and vehicle dropdown lists are ordered case-sensitively. - Improved: [#6116] Expose colour scheme for track elements in the tile inspector. - Improved: Allow the use of numpad enter key for console and chat.
Implemented by #9334 |
Hi!
Maybe you know the giant aerials at New Element.
We used to stitch those together hand by hand with photoshop, so it's AWESOME to see a giant screenshot function - thanks a lot!
However we used an altered version of the G1.DAT so that the background is pink to key out the background more efficiently (because otherwise pixels on the map get marked as well). Would it be possible to change the standard rct grey/black-background to pink/something user defined or even save the giant screenshot image transparent already?
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