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Ambiance?

 
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Katie
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PostPosted: Sun Mar 02, 2003 3:42 am    Post subject: Ambiance? Reply to topic Reply with quote

I'm working with Adobe 7.0, and I've already created some tiles for a base tile set with lights on them. I was wondering if there was anyway I could get some sort of an ambiance effect on the ship, say it get's brighter then it's under the light coming off the tiles. I have plenty of space on the level.bmp to add tiles, but I'm figuring this needs to be done in lvz. Any ideas?

TIA

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PostPosted: Sun Mar 02, 2003 4:12 am    Post subject: Reply to topic Reply with quote

So you want the light to appear to have some actual affect on the ship image?

You can just make the image fly-under transparent (one black pixel, one color pixel grid) with .lvz or fly-under tiles.

Other than that...you could probably code a really intricate bot/.lvz thingy. sa_tongue.gif
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PostPosted: Sun Mar 02, 2003 12:09 pm    Post subject: Reply to topic Reply with quote

Basically... no
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PostPosted: Sun Mar 02, 2003 1:13 pm    Post subject: Reply to topic Reply with quote

actually..its kind fo possible, obviously it wont look as fancy as 3d semi-transparency which is used alot today icon_smile.gif like bump maps and stuff

------
but the best way to do it on continuum is.
make a checkerboard pattern in photoshop (1x1 for each square)
black transparent black transparent black transparent..etc etc..u know how it goes,

then paste it on top of the light, or lense flare..or whatever..
and hey presto.. semi-transparent lights which the ship can go under, and "looks" as if its having an effect on the ship...!
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PostPosted: Sun Mar 02, 2003 2:39 pm    Post subject: Reply to topic Reply with quote

And in low res it won't look too good, maybe have bot to switch it off for the players with low res?
Aha, I forsee an addition to the lvz .ini spec. add a thing where the object only shows if the user has ... resolution or more.
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Katie
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PostPosted: Wed Mar 05, 2003 9:53 pm    Post subject: Reply to topic Reply with quote

If only I understood what guest wrote, then I think it would be helpful... ugh... bah I suck at it anyhow... I'll just keep my trial & error method.

TIA

Katie
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PostPosted: Wed Mar 05, 2003 11:45 pm    Post subject: Reply to topic Reply with quote

I think guest just agreed with what I said...
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PostPosted: Thu Mar 06, 2003 2:37 am    Post subject: Reply to topic Reply with quote

Have a look at the tileset in a tileeditor. The last 7 tiles in the last row are transparent fly-under tiles. Every black pixel in these tiles will be transparent in the game. As 'Guest' and 'Akai' already said, lay a chessboard-similar grid over these tiles. Below you see a little example. Imagine the lightsource tile on the right side and having the color yellow.
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Light-FlyUnder zoomed (This may be the way how players with low-res might see it :))

lightsourcelayer_b.jpg - 2.11 KB
File downloaded or viewed 36 time(s)

Light-FlyUnder in original size

lightsourcelayer.bmp - 0.8 KB
File downloaded or viewed 39 time(s)
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PostPosted: Thu Mar 06, 2003 12:29 pm    Post subject: Reply to topic Reply with quote

Though I would suggest .lvz-inserted images on the layer "AfterShips" or above., since there are only 3 fly-under tiles.
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PostPosted: Thu Mar 06, 2003 1:20 pm    Post subject: woot Reply to topic Reply with quote

3 fly under tiles?..and oon a second. if thats the case..how come my zone has 3 fly-over tiles and lots of fly under?.....
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PostPosted: Thu Mar 06, 2003 1:45 pm    Post subject: Reply to topic Reply with quote

In total there are 15 fly unders. 7 of them are transparent and usefull for this issue.
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PostPosted: Thu Mar 06, 2003 4:06 pm    Post subject: Reply to topic Reply with quote

sry I was confusing my fly-overs and fly-unders (lot of pot yesterday sa_tongue.gif)

I still recommend .lvz
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Doggeti
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PostPosted: Thu Mar 06, 2003 4:42 pm    Post subject: Reply to topic Reply with quote

With lvz you can use much more than 7 different lights at the same time. But if you want to use a lot of similar lights it might be more practicable to have Fly-unders. Map-editing is easier I think.

LVZ new_argue.gif TILES icon_biggrin.gif

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PostPosted: Thu Mar 06, 2003 4:54 pm    Post subject: ya Reply to topic Reply with quote

yeah i was gonna say something similar, what f i want billions of lights all over my map....thats gonna be one hell of an lvz.

map editing is easier..but seriously..there should bore tiles

and breakable tiles, and tiles which make ur health god own..and one which make it go up..etc etc..some nifty c00 stuf like that tongue.gif
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PostPosted: Thu Mar 06, 2003 6:27 pm    Post subject: Reply to topic Reply with quote

lol
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Katie
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PostPosted: Sun Mar 09, 2003 3:10 pm    Post subject: Reply to topic Reply with quote

Doggeti, I hate to bother you with the trouble, but for some reason I can't seem to get your examples open. Could you possibly email them to me? I'd really appreciate something to work off of.

TIA

Katie
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Katie
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PostPosted: Mon Mar 10, 2003 7:33 pm    Post subject: Reply to topic Reply with quote

Thank you Doggeti. biggrin.gif

TIA

Katie
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Doggeti
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PostPosted: Tue Mar 11, 2003 11:37 am    Post subject: Reply to topic Reply with quote

No problem. Sending an e-mail is not that difficult biggrin.gif . I hope the examples help you.
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