(03-16-2024, 04:13 PM)Crossroads Wrote: Hi Bigus, terribly sorry about my late reply. I think I know what's going on, it's likely about the resize algorithm you use when scaling your 3d sized originals to smaller zoom levels.
You need to use an algorithm that does not blur the outlines, like most all algorithms do. Corel PSP calls the proper resize algorithm "Pixel Resize". With GIMP it is (or at least was, I use an older version) Interpolation: None.
What these resize algorithms do they do not change any pixel colours from their originals. When you resize, if you have an edge with sharp black shape with white background, they do not create a gray blur there, but keep the edge pixel colours original. Usually you want the blur for a nicer end effect when scaling to smaller images, but here it creates these edges.
The game engine picks the transparency background colour from image position 0,0 and if you have pure white as background, no part of image where this pure white exists is drawn. But if that pure white changes its RGB (255,255,255) (or HEX #FFFFFF if you prefer hex) code even by one, it is now drawn.
I hope I was able to make sense. This colour bleed has cursed us all at some stage before figuring out what's going on.
No problem Crossroads, thanks for the reply.
For the shading I'm talking about only the Gray4D and 5D files. The Gray 3D is fine. The pics shown were basically using
stock Gray files with my mod. I'm almost positive I don't have texture or pixel blur from my 4D and 5D ground files. Again, this is only really noticeable with hexsides off. Here are some pictures that hopefully explains better.
My main point of all of this is that I can't get rid of the white pixels bleeding through on the shading Gray4D and Gray5D files.
Here are my 4D and 5D land pics. No noticeable pixels bleeding through.
4D
5D
Here is the stock games files with no modification 4D:
5D:
And finally stock Vietnam with shading option. Present in Vietnam as well. I'm not sure about Middle East.