Rendition card
Could you try this?
https://nirvtek.com/downloads/RReady.Alp...923.001.7z
MD5: 7bd574b8299e3d1f19479dc87a0525ec

I had to shift down the blue component by one bit. I'll sort it out tomorrow.
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The latest Alpha seems to work as expected. Thank you!

The color 000000 (and only that color) from the Pennzoil car is now transparent.

[Image: attachment.php?aid=2464]

It works on this wall texture where I just marked it up with some black pixels.

[Image: attachment.php?aid=2465]

Custom front wing:
[Image: attachment.php?aid=2466]


Attached Files Thumbnail(s)
           
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(09-23-2025, 08:14 AM)checkpoint10 Wrote: The latest Alpha seems to work as expected. Thank you!

The color 000000 (and only that color) from the Pennzoil car is now transparent.

[Image: attachment.php?aid=2464]

It works on this wall texture where I just marked it up with some black pixels.

[Image: attachment.php?aid=2465]

Custom front wing:
[Image: attachment.php?aid=2466]

There might be a problem with colours other than black, particularly with the blue component. I'll take another look at it tonight.

Also the low resolution of the textures might produce large holes in the geometry though it does look OK in the last pic.
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With this installed, it will effect all tracks and carsets whether they have moving scenery or different looking wings or whatever, right?

I can see how it can easily be done with carsets since they only use part of the 256 color palette so you can choose something else for your invisible color, but be careful with tracks; they can not only utilize the full 256 color space, they each have their own individual palette. Even IF they all have one (maybe, maybe not) finding a common unused palette index among all tracks... well, good luck. So maybe there would need to be an .ini file for each track, indicating the invisible color index. And of course, somehow to read the .ini and implement the changes.
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(09-24-2025, 01:42 AM)CowtownBob Wrote: With this installed, it will effect all tracks and carsets whether they have moving scenery or different looking wings or whatever, right?

I can see how it can easily be done with carsets since they only use part of the 256 color palette so you can choose something else for your invisible color, but be careful with tracks; they can not only utilize the full 256 color space, they each have their own individual palette. Even IF they all have one (maybe, maybe not) finding a common unused palette index among all tracks... well, good luck. So maybe there would need to be an .ini file for each track, indicating the invisible color index. And of course, somehow to read the .ini and implement the changes.

I can do that from dosbox-rendition. Every time a sunny.pcx file is accessed as a file or in a dat, I can look for the ini. This could maybe be used for translucent polygons as well , well like tinted glass. Future work for sure.
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I've got a strange bug with a user on a laptop with a gtx1660. He had issues with the store based version, it turned out to be a bad install. For some reason the game looks like this with both the Alpha and the store based version and I have no idea what's causing this:
[Image: ICR2.DitheredOnLaptop.Schermopname%20%2867%29.png]
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