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  #1  
Old 09-28-2003, 12:45 AM
alarid0 alarid0 is offline
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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.

Quote:
Originally posted by Python523
a new engine is comming out soon
in which case would this be able to be fit in?
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Old 09-28-2003, 01:04 AM
-Ramirez- -Ramirez- is offline
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Ever heard of the command "drawaslight"? *not trying to sound mean or anything*
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  #3  
Old 09-28-2003, 01:29 AM
DustyPorViva DustyPorViva is offline
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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)
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  #4  
Old 09-28-2003, 01:37 AM
VeX_RaT_Boy VeX_RaT_Boy is offline
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And changeimgvis index,3; for showimg's...
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Old 09-29-2003, 01:11 AM
G_yoshi G_yoshi is offline
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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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Old 09-29-2003, 02:26 AM
alarid0 alarid0 is offline
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yes
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Old 10-02-2003, 12:44 AM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by alarid0
yes
::scratches head::

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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Old 10-03-2003, 09:00 AM
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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
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Old 10-03-2003, 09:25 AM
Kaimetsu Kaimetsu is offline
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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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Old 10-04-2003, 04:52 AM
Falados Falados is offline
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Quote:
Originally posted by Kaimetsu
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.
Stencil Buffer?
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Old 10-04-2003, 05:08 AM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by alarid0
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
Methinks you'll have to settle with what is available for now.

Quote:
Originally posted by Kaimetsu
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.
I know that on my Radeon 9700 PRO I couldn't use OpenGL for Graal v3. I had to use DirectX :x But that wouldn't make much difference would it?
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Old 10-04-2003, 05:13 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally posted by G_yoshi

Methinks you'll have to settle with what is available for now.
Which is why he posted in the suggestions section.
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Old 10-04-2003, 05:28 AM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by DustyPorViva


Which is why he posted in the suggestions section.
Erm, what? Just because he posted this particular suggestion doesn't mean it will work. Graal would have to move to a completely 3D world, I think, in order to have dynamic lighting effects. I was merely stating his current option is to deal with it. Yeah, I'd like to see something like dynamic lighting, but at this point it probably won't work out well for the players with poor to mid-range hardware.
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Old 10-04-2003, 07:34 AM
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Quote:
Originally posted by G_yoshi


Erm, what? Just because he posted this particular suggestion doesn't mean it will work. Graal would have to move to a completely 3D world, I think, in order to have dynamic lighting effects. I was merely stating his current option is to deal with it. Yeah, I'd like to see something like dynamic lighting, but at this point it probably won't work out well for the players with poor to mid-range hardware.
It's closer than you think.
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Old 10-04-2003, 04:02 PM
Python523 Python523 is offline
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changeimgmode index,2; (for holes)
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Old 10-04-2003, 07:17 PM
-Ramirez- -Ramirez- is offline
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Quote:
Originally posted by Python523
changeimgmode index,2; (for holes)
...2 is some sort of color subtraction.
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Old 10-04-2003, 07:36 PM
Python523 Python523 is offline
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Quote:
Originally posted by -Ramirez-

...2 is some sort of color subtraction.
technically it is a hole, someone said holes so I said that *shrugs*
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Old 10-04-2003, 10:52 PM
-Ramirez- -Ramirez- is offline
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Quote:
Originally posted by Python523

technically it is a hole, someone said holes so I said that *shrugs*
I would never consider it to be a "hole" of any sort... but whatever. Anyway, it cannot be used to create the effect that's trying to be achieved here.
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Old 10-08-2003, 04:29 AM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by Python523

technically it is a hole, someone said holes so I said that *shrugs*
Hehe, that little "trick" works well for a fade effect I do that fades everything without using seteffect :]
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