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-   -   Image Shading (https://forums.graalonline.com/forums/showthread.php?t=26914)

Napier_GMX 04-03-2002 09:09 PM

Image Shading
 
(So you can make text have Drop Shadows etc)

screen_name 04-04-2002 02:17 AM

you can anyways, just use 2 text showimgs, and just offset the second one by a few pixels and change the color

:D

Napier_GMX 04-04-2002 06:20 AM

I mean filters :) lol looks better

amonrabr 04-04-2002 08:16 AM

Re: Image Shading
 
Quote:

Originally posted by Napier_GMX
(So you can make text have Drop Shadows etc)
You can do something like...
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;

:)

mikepg 04-05-2002 01:51 AM

Re: Image Shading
 
Quote:

Originally posted by Napier_GMX
(So you can make text have Drop Shadows etc)
Umm, scripting things like that is half the fun of being a scripter! This isnt Adobe Photo shop...write a script that does it! We have access to changing colors, sizes, coordinates, and layers for images...that should be plenty for making your own filters!

Dustey 04-05-2002 05:39 AM

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...

konidias 04-05-2002 01:19 PM

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.

Napier_GMX 04-05-2002 02:22 PM

phew someoen got what I meant

Falcor 04-05-2002 11:06 PM

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.

jeff335 04-05-2002 11:39 PM

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.

konidias 04-06-2002 05:49 AM

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.

mikepg 04-07-2002 05:47 AM

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.

Falcor 04-07-2002 08:04 AM

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"

jeff335 04-07-2002 11:06 PM

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.

Falcor 04-08-2002 02:02 AM

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"

jeff335 04-08-2002 11:01 AM

I forgot where the bloody accent goes. I'll fix it tomorrow or ditch the sig

Saga2001 04-08-2002 05:28 PM

Quote:

Originally posted by Falcor
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.

Easy to say...


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