Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Resource transparency

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Mods and Scenarios >> Resource transparency Page: [1]
Login
Message << Older Topic   Newer Topic >>
Resource transparency - 8/11/2019 6:49:53 AM   
davidc


Posts: 61
Joined: 12/5/2007
Status: offline
I was trying to use circular resource icons like the board game, but it looks like there isn't a transparency colour set for resources.
I tried the usual Fuscia and then the one that port/city icons use, but no luck.
Is there no transparency colour because the resource icons are square?




_____________________________

Post #: 1
RE: Resource transparency - 8/11/2019 7:39:45 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: davidc

I was trying to use circular resource icons like the board game, but it looks like there isn't a transparency colour set for resources.
I tried the usual Fuscia and then the one that port/city icons use, but no luck.
Is there no transparency colour because the resource icons are square?




Most bitmaps are not loaded as transparent. That is to avoid the possibility of the transparent color matching something in the bitmap image. I remember that creating the air unit bitmaps was a hassle because of the various camouflage colors.

---

Here's the code.

// ****************************************************************************
// Map icon bitmaps.
// ****************************************************************************
Resource1Bitmap := LoadWIFBitmap(StrIconBMDir + 'RESOURCE1');
Resource2Bitmap := LoadWIFBitmap(StrIconBMDir + 'RESOURCE2');
Resource3Bitmap := LoadWIFBitmap(StrIconBMDir + 'RESOURCE3');

Oil1Bitmap := LoadWIFBitmap(StrIconBMDir + 'OIL1');
Oil2Bitmap := LoadWIFBitmap(StrIconBMDir + 'OIL2');
Oil3Bitmap := LoadWIFBitmap(StrIconBMDir + 'OIL3');
Oil4Bitmap := LoadWIFBitmap(StrIconBMDir + 'OIL4');

OilDamaged1Bitmap := LoadWIFBitmap(StrIconBMDir + 'OILDAMAGED1');
OilDamaged2Bitmap := LoadWIFBitmap(StrIconBMDir + 'OILDAMAGED2');
OilDamaged3Bitmap := LoadWIFBitmap(StrIconBMDir + 'OILDAMAGED3');
OilDamaged4Bitmap := LoadWIFBitmap(StrIconBMDir + 'OILDAMAGED4');

FactoryFrame1Red := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME1RED');
FactoryFrame1Blue := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME1BLUE');
FactoryFrame1Green := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME1GREEN');
FactoryFrame2Red := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME2RED');
FactoryFrame2Blue := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME2BLUE');
FactoryFrame2Green := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME2GREEN');
FactoryFrame3Red := LoadWIFBitmap(StrIconBMDir + 'FACTORYFRAME3RED');
FactorySmoke := LoadWIFBitmap(StrIconBMDir + 'FACTORYSMOKE');
FactoryStackRed := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKRED');
FactoryStackRedDamaged := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKREDDAMAGED');
FactoryStackBlue := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKBLUE');
FactoryStackBlueDamaged := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKBLUEDAMAGED');
FactoryStackGreen := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKGREEN');
FactoryStackBlack := LoadWIFBitmap(StrIconBMDir + 'FACTORYSTACKBLACK');

MajorCapitalBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MAJORCAPITAL');
MinorCapitalBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MINORCAPITAL');
CityBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'CITY');

MajorPortBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MAJORPORT');
XMajorPortBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'XMAJORPORT');
MajorPortIceBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MAJORPORTICE');
XMajorPortIceBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'XMAJORPORTICE');
MinorPortBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MINORPORT');
MinorPortIceBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'MINORPORTICE');
// ****************************************************************************
// Land attack arrow bitmaps (used in DetailedMap with OffsetPt).
// ****************************************************************************
LandAttackBitmaps[0] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 3 arrow');
LandAttackBitmaps[1] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 4 arrow');
LandAttackBitmaps[2] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 5 arrow');
LandAttackBitmaps[3] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 0 arrow');
LandAttackBitmaps[4] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 1 arrow');
LandAttackBitmaps[5] := LoadWIFTransparentBitmap(StrIconBMDir + 'attack 2 arrow');
AttackIBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'Invasion');
AttackPBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'Paradrop');
NotionalBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'Notional');
OverstackedBitmap := LoadWIFTransparentBitmap(StrIconBMDir + 'Overstacked');
// ****************************************************************************
// Alpine hexside bitmaps
// ****************************************************************************
SAlpBitmap[0] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS0');
SAlpBitmap[1] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS1');
SAlpBitmap[2] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS2');
SAlpBitmap[3] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS3');
SAlpBitmap[4] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS4');
SAlpBitmap[5] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineS5');
DAlpBitmap[0] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD0');
DAlpBitmap[1] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD1');
DAlpBitmap[2] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD2');
DAlpBitmap[3] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD3');
DAlpBitmap[4] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD4');
DAlpBitmap[5] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineD5');
TAlpBitmap[0] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT0');
TAlpBitmap[1] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT1');
TAlpBitmap[2] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT2');
TAlpBitmap[3] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT3');
TAlpBitmap[4] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT4');
TAlpBitmap[5] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineT5');
VAlpBitmap[0] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV0');
VAlpBitmap[1] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV1');
VAlpBitmap[2] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV2');
VAlpBitmap[3] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV3');
VAlpBitmap[4] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV4');
VAlpBitmap[5] := LoadWIFTransparentBitmap(StrAlpineBMDir + 'AlpineV5');
// ****************************************************************************
// Circle bitmaps for displaying unit factors on counters
// ****************************************************************************
ATRCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'WhiteCircle');
RangeCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'YellowCircle');
RangeCircleChina := LoadWIFTransparentBitmap(StrUnitBMDir + 'YellowCircleChina');
MovePtsCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'OrangeCircle');
ExtendedCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'ExtendedRange');
ExtendedCircleChina := LoadWIFTransparentBitmap(StrUnitBMDir + 'ExtendedRangeChina');
TankBusterCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircle');
TankBusterCircleJapan := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircleJapan');
NightCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'BlackCircle');
TwinCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'WhiteCircle');
FlyingBoatCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'BlueCircle');
LightASWCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'PinkCircle');
HeavyASWCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircle');
HeavyASWCircleJapan := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircleJapan');
ArtilleryCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'GrayCircle');
HeavyAACircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircle');
HeavyAACircleJapan := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircleJapan');
LightAACircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'FuchsiaCircle');
MissileSubCircle := LoadWIFTransparentBitmap(StrUnitBMDir + 'RedCircle');
LoadFileResource := False;
// ****************************************************************************
// Load the bitmaps for combat and forts from Res file. These are the only 2
// bitmaps which are loaded from the Res file. In all other cases,
// LoadFileResource is True.
// ****************************************************************************
CombatBitmap := LoadWIFTransparentBitmap('COMBAT'); // Flames symbol.
FortBitmap := LoadWIFBitmap('FORT');


< Message edited by Shannon V. OKeets -- 8/11/2019 7:40:56 PM >


_____________________________

Steve

Perfection is an elusive goal.

(in reply to davidc)
Post #: 2
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Mods and Scenarios >> Resource transparency Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

6.000