Well, here is the news (Big news):
I Made some tests. the biggest result was when i changed the Flag from the loadSprite. (I could change the texture flag, and it had some colors difference, but still alpha). but when i put 2, or 3 in the flag from the Sprite, it loads without Alpha. but i didnt got it (still want to understand what happened). i though with the alpha flag, it would get the alpha information. but i am reading here the help:
(loadtexture)
2: Alpha - alpha map. If an image contains an alpha map, this will be used to make certain areas of the texture transparent. Otherwise, the colour map will be used as an alpha map. With alpha maps, the dark areas always equal hihg-transparency, light areas equal low-transparency.
that means if i dont use the alpha map, the image will use the colors as the alpha map? so i think i am understanding. and now. i can make the project walks =D. but i still want to understand this all better. (sorry if i made some stupid question xD, i am just starting to use Sprites, i still dont get it really well =D. but falling you learn :) )
the codes from the test (where i discovered that thing up there =D):
EDIT:
correction, the flag in the code i used was 3, not 7 as it was in the code. (now changed)
I Made some tests. the biggest result was when i changed the Flag from the loadSprite. (I could change the texture flag, and it had some colors difference, but still alpha). but when i put 2, or 3 in the flag from the Sprite, it loads without Alpha. but i didnt got it (still want to understand what happened). i though with the alpha flag, it would get the alpha information. but i am reading here the help:
(loadtexture)
2: Alpha - alpha map. If an image contains an alpha map, this will be used to make certain areas of the texture transparent. Otherwise, the colour map will be used as an alpha map. With alpha maps, the dark areas always equal hihg-transparency, light areas equal low-transparency.
that means if i dont use the alpha map, the image will use the colors as the alpha map? so i think i am understanding. and now. i can make the project walks =D. but i still want to understand this all better. (sorry if i made some stupid question xD, i am just starting to use Sprites, i still dont get it really well =D. but falling you learn :) )
the codes from the test (where i discovered that thing up there =D):
Graphics3D 800,600 SetBuffer BackBuffer() Camera=CreateCamera() PositionEntity Camera,0,0,-5 Light1=CreateLight() PositionEntity Light1,0,5,0 Dim ShotgunS(5) ShotgunS(1)=LoadTexture("images/personageShotgun1.bmp",1) ShotgunS(2)=LoadTexture("images/personageShotgun2.bmp",1) ShotgunS(3)=LoadTexture("images/personageShotgun3.bmp",1) ShotgunS(4)=LoadTexture("images/personageShotgun4.bmp",1) ShotgunS(5)=LoadTexture("images/personageShotgun5.bmp",1) StartWeapon$="images/personageShotgun1.bmp" Soldier=LoadSprite(StartWeapon$,3) SpriteViewMode Soldier,1 Map=LoadSprite("images/Minitestmap.bmp",1) ScaleSprite Map,10,10 PositionEntity Map,0,0,1 HidePointer() ClsColor 70,70,70 Walkframe=1 While Not KeyHit(1) If KeyDown(200) Then MoveEntity camera,0,0,1 EndIf If KeyDown(208) Then MoveEntity camera,0,0,-1 EndIf If KeyHit(2) Then Walkframe=1 EndIf If KeyHit(3) Then Walkframe=2 EndIf If KeyHit(4) Then Walkframe=3 EndIf If KeyHit(5) Then Walkframe=4 EndIf If KeyHit(6) Then Walkframe=5 EndIf EntityTexture Soldier,ShotgunS(Walkframe) UpdateWorld() RenderWorld() Locate 0,0 Flip Cls Wend End
EDIT:
correction, the flag in the code i used was 3, not 7 as it was in the code. (now changed)