This is actually a composite of several posts in a single topic over at bi forums.
Ok, think this is a straight up arma bug, but here's all the info to be sure.
Note that this problem is exclusively related to briefing pictures. Pictures in the overview and dialogs work fine.
Attempting to display this jpg
in a briefing has this result
Note the top image is completely unedited. It consists of 11 bars ranging from black to pure white in even increments.
The bottom image is also unedited, with the exception of cropping the the unneeded sections out. Also, for reference, the top bar is displayed as [129,129,129] instead of [255,255,255] as it should be.
Basically, the game is decreasing brighness by 66% and contrast by 50% (roughly) as can be seen in this image:
So, in a nutshell, white translates literally to medium grey.
I thought that there was perhaps a chance that the briefing doesn't like the format being used (even though it's *supposed* to be supported). So, just to eliminate that, I exported the file in every listed PAA format, and some that aren't listed as well. Then, just to make damn sure, I even made a couple custom specs by editing the TexConvert.cfg file of texView2.
These pictures are from BIS' 17: Capture The Island mssion (mp06conquertheisland.sara.pbo).
These images in order are the red flag as displayed in texxview2, the red flag as displayed in the mission, the bad tactics image as displayed in texview2, and the bad tactics image as displayed in the mission.
Note that they are off in exactly the same way as the images above. My comment about them being displayed with brightness -66% and contrast -50% holds true (with a little deviation, but it's a rough number anyways).
This has most likely conclusively demonstrated that it is not the format, because no matter which format is used, the only way to get white is to go transparent (surprised that briefings support that...).
Since even bis's mission briefings are effected in this way, it's almost definatly a game bug and not user error.
Tried inserting the following code into every section of the notepad class to see if it made a difference somewhere.
colortext[] = {1, 1, 0, 1};
color[] = {1, 1, 1, 1};
colorActive[] = {1, 1, 1, 1};
colorLink[] = {0, 1, 1, 1};
colorLinkActive[] = {1, 0, 1, 1};
colorPicture[] = {1, 1, 1, 1};
colorPictureLink[] = {1, 1, 1, 1};
colorBackgroundActive[] = {1, 1, 1, 1};
colorBackgroundCommand[] = {1, 1, 1, 1};
colorBackgroundDisabled[] = {1, 1, 1, 1};
colorBackgroundHelp[] = {1, 1, 1, 1};
colorBackgroundSelected[] = {1, 1, 1, 1};
colorBackground[] = {1, 1, 1, 1};
colorBar[] = {1, 1, 1, 1};
colorBold[] = {1, 1, 1, 1};
colorBorder[] = {1, 1, 1, 1};
colorCamera[] = {1, 1, 1, 1};
colorChecked[] = {1, 1, 1, 1};
colorConfirmed[] = {1, 1, 1, 1};
colorDirectChannel[] = {1, 1, 1, 1};
colorDisable[] = {1, 1, 1, 1};
colorDisabled[] = {1, 1, 1, 1};
colorEditor[] = {1, 1, 1, 1};
colorEnabled[] = {1, 1, 1, 1};
colorFocused[] = {1, 1, 1, 1};
colorFrame[] = {1, 1, 1, 1};
colorGlobalChannel[] = {1, 1, 1, 1};
colorGroupChannel[] = {1, 1, 1, 1};
colorHoldFire[] = {1, 1, 1, 1};
colorIDPlayer[] = {1, 1, 1, 1};
colorInactive[] = {1, 1, 1, 1};
colorLevels[] = {1, 1, 1, 1};
colorMainCountlinesWater[] = {1, 1, 1, 1};
colorMainCountlines[] = {1, 1, 1, 1};
colorMainRoadsFill[] = {1, 1, 1, 1};
colorMainRoads[] = {1, 1, 1, 1};
colorMissionEditor[] = {1, 1, 1, 1};
colorMissionWizard[] = {1, 1, 1, 1};
colorMission[] = {1, 1, 1, 1};
colorNames[] = {1, 1, 1, 1};
colorNobody[] = {1, 1, 1, 1};
colorNotAssigned[] = {1, 1, 1, 1};
colorOpenFire[] = {1, 1, 1, 1};
colorPictureBorder[] = {1, 1, 1, 1};
colorPictureSelected[] = {1, 1, 1, 1};
colorPingBad[] = {1, 1, 1, 1};
colorPlayerSelected[] = {1, 1, 1, 1};
colorPlayer[] = {1, 1, 1, 1};
colorPowerLines[] = {1, 1, 1, 1};
colorPrepare[] = {1, 1, 1, 1};
colorReady[] = {1, 1, 1, 1};
colorScrollbar[] = {1, 1, 1, 1};
colorSea[] = {1, 1, 1, 1};
colorSelect2[] = {1, 1, 1, 1};
colorSelectBackground2[] = {1, 1, 1, 1};
colorSelectBackground[] = {1, 1, 1, 1};
colorSelect[] = {1, 1, 1, 1};
colorSelection[] = {1, 1, 1, 1};
colorSeparator[] = {1, 1, 1, 1};
colorShade[] = {1, 1, 1, 1};
colorShadow[] = {1, 1, 1, 1};
colorSideChannel[] = {1, 1, 1, 1};
colorTextDisable[] = {1, 1, 1, 1};
colorTextSelect[] = {1, 1, 1, 1};
colorTracksFill[] = {1, 1, 1, 1};
colorTracks[] = {1, 1, 1, 1};
colorUnload[] = {1, 1, 1, 1};
colorVehicleChannel[] = {1, 1, 1, 1};
colorVersionBad[] = {1, 1, 1, 1};
colorVersionGood[] = {1, 1, 1, 1};
colorWizard[] = {1, 1, 1, 1};
Didn't fix it. The page headers also ended up grey, even though specified to be white. Probably related.
Note that that's nearly every color definition type used in the game. A few obvious ones where removed (like colorForest, colorForestBorder, etc), but then I got bored removing them.
I also determined that colorPicture[] = {1, 1, 1, 1}; is in fact the control that adjusts the pictures simply by setting it to green.
I tried colorPicture[] = {2, 2, 2, 1}; just out of curiosity but it did nothing as expected.
Tried a bunch of different style definitions as well, even some obscure undocumented ones.
It's almost definatly a bug that I don't have access to, which means that unless someone says something to the contrary here in the next day or two, it gets passed on to BIS.
So, the million dollar question:
Any solutions or workarounds or whatever that anybody knows about? A search turns up no solutions, just a few old posts on the problem.