guillyman
Member
Hello everybody,
I'm new to this so please bear with me! I've been reading with interest the correspondence regarding the "blue tunnel mouth" / "house in a blue box" problem, where a colour which should be transparent is actually showing up and marring what would otherwise be a very good route.
Various solutions have been put forward, including resetting the monitor resolution, and suggesting incompatibility problems with the video card.
However, I believe we're all missing the point. All the processing of the information intended to go to the display monitor is taken care of in memory. All the foreground objects are presented first, then any objects further back are introduced and only those parts which are coincident with the pixels defined as 'transparent' by our program are forwarded to our screen, a technique known as "ray tracing." It is at this point that our graphic card takes over. To keep it simple, the card will more often than not, rather than recognise a certain colour, take its index number from the palette used in creating a particular bitmap. This is not possible if an object has been made with bitmaps in 24-bit mode colour, so some confusion can result if a route is shown on different computers. The solution is at source: please, you lovely route builders, save your bitmaps with a colour depth of 256. By this we will not lose any quality, these are small bitmaps and many of them in the field do not use more than a few dozen colours.
O.k. enough of the theory, now for the fix... Firstly identify the particular bitmap in your 'object' folder which is giving the problem and open it in your favourite painting program. I use Paint Shop Pro. (It sometimes pays to treat the lot - sometimes the iffy bitmap can be a swine to identify!) Use the eyedropper tool and right-click on what should be our background, or transparent colour. This may not always be blue - it may pay to check the b3d / csv file which uses the bitmap. Check the image information: the image must have sides measuring in powers of 2, i.e. 2, 4, 8, 16, 32, 64, 128, etc. Now drop down the 'colors' menu and select 'set palette transparency.' If the bitmap contains greater than 256 colours you will be prompted to 'reduce the image to a single paletted background layer.' Click 'yes' and ok 'optimised median cut,' then check 'set the transparency value to the background color' and ok this, then save your file and Bob's your uncle, no more blue tunnel mouth! And since the manipulation of the graphics is done by the program it should also run on any computer regardless of graphic card...
Have fun, everybody, looking forward to some feedback. And maybe one of you boffins out there will explain to me why the size of those bitmaps must be to powers of 2!
Regards, Alan. :razz:
I'm new to this so please bear with me! I've been reading with interest the correspondence regarding the "blue tunnel mouth" / "house in a blue box" problem, where a colour which should be transparent is actually showing up and marring what would otherwise be a very good route.
Various solutions have been put forward, including resetting the monitor resolution, and suggesting incompatibility problems with the video card.
However, I believe we're all missing the point. All the processing of the information intended to go to the display monitor is taken care of in memory. All the foreground objects are presented first, then any objects further back are introduced and only those parts which are coincident with the pixels defined as 'transparent' by our program are forwarded to our screen, a technique known as "ray tracing." It is at this point that our graphic card takes over. To keep it simple, the card will more often than not, rather than recognise a certain colour, take its index number from the palette used in creating a particular bitmap. This is not possible if an object has been made with bitmaps in 24-bit mode colour, so some confusion can result if a route is shown on different computers. The solution is at source: please, you lovely route builders, save your bitmaps with a colour depth of 256. By this we will not lose any quality, these are small bitmaps and many of them in the field do not use more than a few dozen colours.
O.k. enough of the theory, now for the fix... Firstly identify the particular bitmap in your 'object' folder which is giving the problem and open it in your favourite painting program. I use Paint Shop Pro. (It sometimes pays to treat the lot - sometimes the iffy bitmap can be a swine to identify!) Use the eyedropper tool and right-click on what should be our background, or transparent colour. This may not always be blue - it may pay to check the b3d / csv file which uses the bitmap. Check the image information: the image must have sides measuring in powers of 2, i.e. 2, 4, 8, 16, 32, 64, 128, etc. Now drop down the 'colors' menu and select 'set palette transparency.' If the bitmap contains greater than 256 colours you will be prompted to 'reduce the image to a single paletted background layer.' Click 'yes' and ok 'optimised median cut,' then check 'set the transparency value to the background color' and ok this, then save your file and Bob's your uncle, no more blue tunnel mouth! And since the manipulation of the graphics is done by the program it should also run on any computer regardless of graphic card...
Have fun, everybody, looking forward to some feedback. And maybe one of you boffins out there will explain to me why the size of those bitmaps must be to powers of 2!
Regards, Alan. :razz: