Author Topic: Grayscale TGA unsupported by Corona Bitmap  (Read 2659 times)

2016-01-26, 19:48:15

FrostKiwi

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RGB TGA works great. Saving the TGA in Grayscale mode to save space with masks is misinterpreted by Corona Bitmap.

I reported a while back the broken grayscale as PNG save option for AO passes. Was fixed in 1.3
Now this seems a similar issue. Only this time instead of being black it's a RGB split color mess.
It's an old and shitty format, but still.

tl;dr
Grayscale tga + Corona Bitmap = garbage
I'm 🐥 not 🥝, pls don't eat me ( ;  ;   )

2016-01-27, 10:06:55
Reply #1

hubrobin

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Hey,

can I have the map you were trying to load?

Thanks,
Robin

2016-01-28, 09:49:22
Reply #2

FrostKiwi

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can I have the map you were trying to load?
Corona Forum: "You cannot upload .tga, better delete your whole post with no page backwards saved in cache"
Well of to retyping.

This applies to any .tga saved in grayscale mode.
eg. Photoshop --> Image --> Mode --> Grayscale (instead of RGB)
Original from first post in zip.

Corruption is apparently based on resolution, as with a higher res texture it tiles it and only RGB splits on edges(?).

I'm convinced Corona dev team built in the 255th level of Pacman from the Atari 2600:
Corruption is based on current count of Corona Bitmaps(?).
Corruption has a 0% chance with blending with the next texture laoded with no Corona Bitmaps.
Corruption has a 50%(?) chance with blending with the next texture laoded with many Corona Bitmaps. (Corona Bitmap blended the corruption with the original mask saved as RGB PNG, see Atari2600.png)
Corruption has a 50% chance to reset once blended, with the next texture laoded(?).
At one point Blended corruption did not go away at all till 3dsMax restart.
I'm 🐥 not 🥝, pls don't eat me ( ;  ;   )

2016-02-04, 16:50:50
Reply #3

Ondra

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fixed
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)