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Need new lights!!
Right now the lighting effects don't really look like lights. It's fine when the global light is normal with day/night effects, but when the entire level is set darker and a lamp or something is there, the lighting just looks like fog since theres a layer of black, then the lamp - a layer of white, so everything under it is grayed. What if lighting effects got rid of that black? So the lighting negate the effect of the level-wide lighting change.
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Ever heard of the command "drawaslight"? *not trying to sound mean or anything*
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I think the draw as light draws the NPC over the darkness.
So I think not including the command will fix that. (I'm not sure though) |
And changeimgvis index,3; for showimg's...
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I don't believe he's looking for that. All those do is draw the image over the seteffect layer which is layer 2. Lights in Graal are simply just images with transparency effects set on them. They don't actually put off real light. Is this what you are talking about? Light effects actually putting off real-time light?
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yes
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I'm not really sure how you'd do that with sprites on a 2D plain. Unless if you did it on terrain, that would actually work since the levels have a 3D view, but for sprites you'd probably have to script all the shading/highlight effects of lights. There are probably ways of doing it too but it will most likely be taxing on low to mid-level PCs and maybe even some high-end ones too. I know that even with my Radeon9700 Pro I couldn't necessarily, in Graal, have a huge amount of showimgs on screen at once. I don't know what limit, but I know that its well over 1,000. It kind of would be nice for real-time lighting, but again, Graal is a 2D sprite-based game. However, if Graal could actually manipulate sprites physically, as in changing specific pixel color values, then it would probably work better. Kaimetsu would, more than likely, know more about this than I do. |
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picturing 2k2 terrain with real lights is really starting to remind me of Diablo or Baldurs Gate right now...
actually i was thinking of something more simple. laying an image with transparencies works fine for lights, but putting down seteffect (basically one big image over the level) and then a light.....well...bleh screw it ill do something in photoshop to show it otherwise i suck at explaining things the attachment - - - 1) our base image 2) basically what it would look like under graal light (not perfect but i think it works) 3) base image with a seteffect to make it look like its darker 4) #3 with a graal light overlayed - it looks foggy 5) #3 with what i wanted, something that could gradually take away the seteffect effect as the values of the gif get lighter (is that possible?) and then also i think i might have put a dim graal light on there |
Ah, holes in the darkness? Tricky. I don't think it's possible at the moment, and I can't think of any simple way OpenGL could be persuaded to draw such a thing. Perhaps the best would be to have a seteffect mask in memory and alter it as lights are drawn, but that'd slow things down considerably.
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changeimgmode index,2; (for holes)
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