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Image Shading
(So you can make text have Drop Shadows etc)
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you can anyways, just use 2 text showimgs, and just offset the second one by a few pixels and change the color
:D |
I mean filters :) lol looks better
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Re: Image Shading
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showimg 1,@Arial@Text,300,200; showimg 2,@Arial@Text,302,198; changeimgcolors 1,.5,.5,.5,.8; changeimgcolors 2,.2,.5,.3,1; for (i=1;i<3;i++)changeimgvis i,4; :) |
Re: Image Shading
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anyways filters take up space so if a server has 100 of them because scripters are to lazy to try to make it themselve then you have a problem...
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I think he means transparency.. that is something that would be good to add but I heard that Stefan said it would be too slow or some crap.
Setting the image color is not the same as setting the transparency.. You can't make a black circle faded black like a shadow.. using changeimgcolor it comes out all bright and can't be fixed. |
phew someoen got what I meant
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I dont know why it would be so hard. other games use shading quite well, it never slows the game down. And most games use REAL transparency. not lights. If you made a black image a light in graal, you could never see it! whil in other games. it would be acually transparent.. You need a way to specify the alpha layer rather than using the image itself as its alpha layer
observe showimg index,image,x,y; changeimgalpha index,alphalayer; Alpha layers would be a grayscale image that would specify the opacity in certain spoits of the image. THUS we could simulate shadows and other things. So in o therwords. In your alphalayer image WHITE would be OPAQUE (solid color) and Black would be INVISIBLE (0% opacity) and the scales inbetween white and black would be different levels of opacity. Another way we could do this is changeimgalpha index,opaceity; opacity would be a value between 0-1; specifying how opaque and transparent an image ould be. But alpha layer would be more custom. |
Agreed with he who works for real American cash monies. I'd reckon that if Baldur's Gate (I forget whether the original has it but the sequel does) has transparency and shading, Graal could have it too. The games aren't really that different, except for battles and the creative aspects...oh, and Baldur's Gate levels are "tiled" in Photoshop. However, there is directx support for transparency and it should be used.
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I think stefan is just mr. lazybones and doesn't want to add anything more to graal.
Overlapping tiles and transparency effects would be incredibly wonderful but Stefan just says "oh it would be slow" well isn't that about the time you consider fixing up the graal engine? Obviously if adding simple transparency causes visible slowdown, something isn't right. |
uh
I know it doesnt make it transparent and black, but it can make it transparent. If you have a dark enough image, set it to 1,0,.7,.77 and have the right lighting effects, it looks just like a shadow.
Besides, it's a 2d adventure game...since when does text that appears above a player drop a shadow...it's not supposed to be actually there (Unless it's a sign), it's normally instructional information. If you want a shadow, open up adobe, and make one. |
off topic:
Jeff, in spanish your sig says: "I I eat you call yourself jeff" it should be "Me llamo jeff" or "mi nombre es jeff" |
According to my high school spanish experience, my sig is correct, but...
*google search: Spanish idioms* *no luck, babel.altavista.com* It looks like I might be confused here. Thanks fal, I need to make a new sig now, ditch that placeholder. |
What your doing is a missspelling and combinaiton of a question and an aswer.
There are 2 things in your sentance. Como se lamma and Yo soy Jeff (so is being assumed) Como is mispelled. it need an accent. So right now it means "I eat" |
I forgot where the bloody accent goes. I'll fix it tomorrow or ditch the sig
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