NICK wrote:Found a glitch .... posted what to do in red letters in a couple of the threads to avoid the glitch.
Sorry if this caused any problems for anyone.
I can't seem to get around this glitch so far ..... as the hex conversion does not carry over all of the way for all sets of numbers. The default size number will be fine, but the mipmaps will develop a situation where the background portion that is suppose to be transparent will extend to and touch the borders of the images causing white out, black out, and ghost images when the game camera is zoomed out. In order to avoid this, the images will have to built in bmp at 64 x 128, 32 x 64, and 16 x 32 with the palettes set up according to this tutorial and then imported into a uniform using MUER. Then to get alpha blending, a number will have to be exported from the same uniform with DEX, hex edit the extracted number, and then re-import back into the uniform with DEX .... so the import process is not going to be any quicker for the first import of a set of numbers into a uniform.
When I did this tutorial, I did not have any of these issues for the eagles uniforms or the cowboys uniforms that I experimented with. The eagles being a 4 colored number template and the cowboys a two colored number template worked fine, so I figured the method was foolproof for all of the different sets. The problem is the conversion from bmp to dds during the save process and the plugin is not doing this correctly for all of the mipmaps .... some of them are fine, and then some are not .... hit and miss on the conversion which I have no control over.
I am not happy about this and once again the dds plugin is the culprit and does its own thing. I'll try playing with the plugin mipmap fade settings and see what happens .... maybe there is still a solution to be found. Bottom Line .... we can have alpha blended numbers, but it will not be as simple as I originally thought.
SO, set up your numbers in bmp the old palette blending way, but set up your palettes like I demonstrate in the tutorial to get your specified raw and blending colors. Then import into MUER ..... you will have palette blended numbers.
For alpha blended, do what I just said a few lines above regarding hex edit and using DEX.