![Image](http://img215.imageshack.us/img215/3448/182moond.jpg)
![Image](http://img254.imageshack.us/img254/9053/capture20120807113211.jpg)
They shadow in the jpg is actually #0000, not just dark blue, so I don't know what's going on. Any ideas?
The problem is due to a limitation in the engine. If you use a 1-bit mask, the engine optimizes by treating all bits with black (color=0) to transparent. If it finds any areas on the planet that are color=0 but that are not supposed to be transparent, then it re-colors them to non-black (in this case, blue).LordSutekh wrote:As opposed to a 1-bit mask? 'Cause that's what I'm using now. I didn't think that the bmp mask affected color. I mean, several of the stock planets have a nice black shadow (ie ringed planets) and they use 1-bit masks.
Can you attach your image files? I can take a look and see.LordSutekh wrote:Alright, I was wrong. That almost fixed it. With an 8-bit mask the planets look great except on the map. On the map and the radar, the shadow is rendered as transparent, giving an odd half-planet look especially around asteroids. I took Atarlost's suggestion and re-colored the shadow, but apparently there is some leeway in the game engine because an almost black (ie off by a couple of bytes) will still render as black. By the time I get far enough away from black for the game engine, I have a slightly blue or yellow shadow that looks horrible.
I know it's possible. Look at the vanilla ringed planets. They have a black shadow (truly black- I checked) and they still render fine, even with a 1-bit mask. At this point they are taunting me. I might end up having to re-render all my planets without a shadow.