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IceCave

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Everything posted by IceCave

  1. Well, yeah, true... anyone finding this topic over Google: rhs is the pixel color of the top layer (the one set to overlay) lhs is the blend color of the bottom layers I was referring to the documentation, I haven't actually checked https://www.getpaint.net/doc/latest/BlendModes.html#16
  2. So it takes the destination color in order to decide between Screen and Overlay and not the source color. Interesting. Thank you very much. Very helpful.
  3. I am trying to wrap my head around it, but I can't find a function that blends these colors (122, 141, 153) and (0, 0, 0) into this one (0, 27, 51)
  4. Hi, when saving your images as .dds files you have different options to pre-create mipmaps. What offers the best quality? - Fant (What is "Fant"? - Fantastic? ^^) - Supersampling - Bilinear - Bicubic - Nearest (I am using the German version. This is a rough translation - names might be different.) Thank you very much Icec PS: The FAQ is a little bit outdated
  5. The more I am thinking about it the more it makes sense. I now also noticed that the standard transparency color is white. That would cause a mess and is totally useless for many users The alpha mask plugin works more or less like expected. The alpha values are not exactly correct (1, 3, 6 instead of 1, 2, 3 i.e.), however they are located in the right position. I guess you will see me in the plugin section in a few days, again. Adding a new skinning mode. Thank you very much for your help - Icca
  6. Hi, I am using paint.net for a game project I am recently working on. For my textures I need - a "light map/texture" (which stores only rgb values and alpha is zero) - and a camouflage map (which stores only alpha values but rgb is zero) Now I wanted to combine both layers to one layer. Sadly paint.net seems to ignore pixels with an alpha value of zero no matter which option I choose. Little example, we have a 1x1 image. So one pixel. > Layer 1: r = 1, g = 1, b = 1, a = 0 > Layer 2: r = 0, g = 0, b = 0, a = 1 When combining both layers (no matter what blending option used) the result is: r = 0, g = 0, b = 0, a = 1 (Pixel from layer 2) However, the result should be r = 1, g = 1, b = 1, a = 1 How can I avoid that? I want both layers to be added together and alpha zero values not to be ignored. Is this a bug of the additive mode? I need this because the alpha values are representing channels to indicate the graphics card which color to set for this pixel from 1 to 255 different colors. While the r, g, b colors are modifing those colors represented by the alpha values. Thank you very much, Icca
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