Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
4 registered members (fogman, Grant, AndrewAMD, juanex), 989 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Dark light #302776
12/22/09 00:55
12/22/09 00:55
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I don't know if that is compatible with the map compiler/... (/useful for other users) but I would be happy about "dark light", light that makes bright areas dark (non accessible areas/...).

EDIT: And please add a "Max. vertices distance for Merge" option in MED and the aforesaid shadow_factor (?) variable that makes it possible to see shadows of clipped entities.

Thank you!

Last edited by Superku; 12/22/09 18:45.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Dark light [Re: Superku] #302783
12/22/09 02:52
12/22/09 02:52
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
I once looked into this too, but I can't seem to get it to work either.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Dark light [Re: Redeemer] #305609
01/15/10 20:48
01/15/10 20:48
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
bump


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Dark light [Re: Superku] #306988
01/26/10 13:39
01/26/10 13:39
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Mr. Lotter, please have a look.

And entity.string1/2 are very useful but the limit of 32 characters is kind of annoying. Can the limit be increased in a future update?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Dark light [Re: Superku] #307111
01/27/10 10:14
01/27/10 10:14
Joined: Jul 2000
Posts: 27,935
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,935
Frankfurt
Merge distance and shadow factor are already on my list.

I'll check if dark lights can be implemented in the map compiler; they probably can.

The entity strings are probably the hardest to implement of the 4 features - I'll see what we can do.

Re: Dark light [Re: jcl] #307115
01/27/10 10:28
01/27/10 10:28
Joined: Jan 2009
Posts: 84
Deutschland
E
Ernie76 Offline
Junior Member
Ernie76  Offline
Junior Member
E

Joined: Jan 2009
Posts: 84
Deutschland
Dark light would be a good thing.
And i think that the whole GS Light bulps configuration panel, needs more options. like a second range circle for Decay, or negative light, or just a seperat brightness toogle option that is not conectet to the colors

Re: Dark light [Re: Ernie76] #307187
01/27/10 17:59
01/27/10 17:59
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
That is wonderful, thank you!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Dark light [Re: Ernie76] #307196
01/27/10 18:37
01/27/10 18:37
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Originally Posted By: Ernie76
Dark light would be a good thing.
And i think that the whole GS Light bulps configuration panel, needs more options. like a second range circle for Decay, or negative light, or just a seperat brightness toogle option that is not conectet to the colors


yes!

Re: Dark light [Re: FBL] #307266
01/28/10 09:52
01/28/10 09:52
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
I've recently worked with dark lights in a different engine, and can see the potential of this... think not only about level borders, but caves and dark alleys, and how that can affect the mood on them...

this sounds great, thanks!


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Dark light [Re: Helghast] #307596
01/30/10 12:32
01/30/10 12:32
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
Expert

Joined: Jan 2003
Posts: 4,615
Cambridge
how do you combine negative luminance and radiosity?

Page 1 of 2 1 2

Moderated by  aztec, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1