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{blue ... Created 1 year ago2016-06-01 19:03:52 UTC by kamyon95 kamyon95

Created 1 year ago2016-06-01 19:03:52 UTC by kamyon95 kamyon95

Posted 1 year ago2016-06-01 19:04:26 UTC Post #330294
Hi again.

I tried to make an transparent icon for an adversiment wad file.

Texures are:
User posted image
User posted image
But when i set them "func_rotating" and[b] Render Mode: Solid
FX Amount:   255[/b]
blue areas still there. What shoud i do, what did i wrong?
Posted 1 year ago2016-06-01 19:37:59 UTC Post #330295
The blue color should be at index 255 in the color palette. You can do this in Wally.

Here's an example of a palette with the blue color at index 255 (the bottom right square)
User posted image
Angry Carrot Angry CarrotKarottenjung
Posted 1 year ago2016-06-01 19:40:40 UTC Post #330296
It's already like that
Posted 1 year ago2016-06-01 19:42:24 UTC Post #330297

Does the name of your texture start with the { character?
Angry Carrot Angry CarrotKarottenjung
Posted 1 year ago2016-06-01 20:03:36 UTC Post #330298

they're "{animaicon" and "{FB_text"
Posted 1 year ago2016-06-01 21:00:54 UTC Post #330301
Hmmm, then it should work. Are you sure the RGB value of the blue color is actually 0 0 255 and not something like 0 0 254 or 0 1 255? Also make sure the source file of your texture is a bmp, png, tga or whatever but never jpg or gif, when you import it into Wally.
Angry Carrot Angry CarrotKarottenjung
Posted 1 year ago2016-06-01 21:29:28 UTC Post #330302
:| not worked...
Posted 1 year ago2016-06-01 21:31:46 UTC Post #330303
What not worked?
Angry Carrot Angry CarrotKarottenjung
Posted 1 year ago2016-06-01 21:33:55 UTC Post #330304
Any chance of getting the .wad? Everything above should be all you need.
Urby UrbyReally solid dude
Posted 1 year ago2016-06-01 21:41:56 UTC Post #330305
Posted 1 year ago2016-06-01 22:58:33 UTC Post #330306
Didn't we I test this, and come to the conclusion that it didn't matter what the colour was, as long as it was the last colour in the palette?
Jessie JessieGoldsourceress
Posted 1 year ago2016-06-01 23:32:30 UTC Post #330307
I'm getting the same problem results with that .wad. I think the problem may be to do with compression there are several colour indexes that are ridiculously close to 0, 0, 255 including 0,2,255 1,1,255 - 2,2,255 amongst others and I wonder if that's confusing matters. I can't see anything else about either texture that should cause a problem.
Archie ArchieSo say we all
Posted 1 year ago2016-06-02 05:10:58 UTC Post #330309
Best solution would be to change the colour at index 255 to something else like bright green. If the colour in the image itself doesn't change, then it's not using that index.

If it isn't, you can then use the fill tool to make sure that it is, then change the colour back to solid blue.

@Jessie I'm not so sure if compile tools affect it. With TWHL Tower, I had to edit one of JeffMOD's textures which was using pink for transparency. Did not work for me until I changed it to blue.
Urby UrbyReally solid dude
Posted 1 year ago2016-06-02 10:15:23 UTC Post #330313
Never encountered that kind of problem, I always save to uncompressed BMP before importing to Wally.
Posted 1 year ago2016-06-02 11:46:42 UTC Post #330316
Yep. Fixed it...

Some indexes almost blues are not blue.. (what an awkward sentence)
They like R:0 G:1 B:255 i turned them to pure blue and worked.
But almost my textures are like that.
I'm using adobe photoshop. should i change it?
Posted 1 year ago2016-06-02 12:37:18 UTC Post #330317
It's just a quirk of the conversion process, I think. You just have to go through and check them.

Jessie JessieGoldsourceress
Posted 1 year ago2016-06-02 13:34:27 UTC Post #330318
Yeah its always a bit off going from photoshop.

I will often use a bright pink as the transparency color in photoshop, then in wally convert it to 255 blue for ease of making sure everything is the proper index and color.
Posted 1 year ago2016-06-02 19:15:27 UTC Post #330319
Photoshop is probably one of the best programs you can use. Just ensure that you save your BMP as an indexed image. (Top menu: Image > Mode > Indexed Color) which should let you save as a 256 colour image by default. That's the best way to ensure consistency between the two programs, but that's not to say that transparency won't still be an issue. :P
Urby UrbyReally solid dude
Posted 1 year ago2016-06-03 05:56:49 UTC Post #330320
Yeah, if the the pallet isn't perfectly following all protocol at the start (Photoshop), then you'll have issues. Even opening it up in Wally and editing the pallet won't work.

What I do:

Change all the colors in the pallet that I want to be pure blue into the same exact color with the same exact values; something like a bright neon green, I then make sure the last color in the pallet is pure blue(0, 0, 255), then I select all the green area with the magic wand tool (make sure anti-aliasing is OFF, and paint over it with the pure blue. Color mode = indexed color ("Perceptual 256 Colors" - er whatever..."Exact" might not always be 256 colors), then save it as an 8-bit .bmp.

This method has appeared to work flawlessly, unless video is set to software mode.

The one problem I ran into was wondering what to do when the most necessary color of the pallet just happened to be the color I needed changed to blue...

Also, textures with a gradient or fade will not work too well, haha.
Posted 1 year ago2016-06-03 16:03:19 UTC Post #330329
look for a 256x256 picture,
open photoshop,
set background to pure blue,
paste picture you found,
set mod to indexed colors (8-bit)
save as bmp.
open wally,
paste picture and give a flag,
do some last touches,
BAM! you're done :D

thanks guys. Leveled up again ^^
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