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nivram



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10th October, 2011 at 04:01:33 -

Here is one example of lighting. Hope it helps.

Link:

http://www.castles-of-britain.com/mmf2examplespage15.htm

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Eternal Man [EE]

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10th October, 2011 at 12:32:40 -

THE THREAD IS FIVE YEARS OLD.


You necrophiles..!

 
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nivram



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10th October, 2011 at 16:29:38 -

Eternal Man [EE]. What are talking about the thread is 5 years old? It is from my archive of examples on my website.



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Eternal Man [EE]

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10th October, 2011 at 18:18:47 -



Not your archive Marv! The last entry in this thread before those posted today was 16th December 2006.

So it's not really directed at you, rather at LAustin.

 
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AndyUK

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10th October, 2011 at 18:19:07 -

Look at the first post's date. Andy Hull wanted help in december 2006.

 
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Sketchy

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10th October, 2011 at 18:45:15 -

Just for the benefit of anyone else who might stumble upon this thread at a later date, here's another example:
https://skydrive.live.com/self.aspx/Public/LightsEg.mfa?cid=b1e7ee094271bbda&sc=documents

 
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nivram



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10th October, 2011 at 23:56:18 -

Thanks for clearing that up Eternal Man [EE].

Sorry

Marv


 
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11th October, 2011 at 02:02:11 -

Great example Sketchy. How exactly does it work? If I copy the Active object into another game it just appears as a black circle?

 
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11th October, 2011 at 07:11:49 -

i tried it to but got the same circle effect.

 
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Sketchy

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12th October, 2011 at 13:37:00 -

The example uses 2 layers:
* The background layer (in an actual game, this would be all your layers containing backgrounds, sprites, etc)
* The darkness layer
(and then in a game, you'd probably have a layer on top of that, containing your HUD with score, lives, etc)

The darkness layer has a "subtract" effect applied to the layer itself. The white background object means that 255 is subtracted from the red, green and blue values of each pixel (ie. they are made black) - except where there are black "light" objects. Basically, the darkness layer is the inverse of what you want - a lighter color represents darkness.

You can play around and create some nice fog effects using a similar method: https://skydrive.live.com/self.aspx/Public/LightsEg2.mfa?cid=b1e7ee094271bbda&sc=documents

Edited by Sketchy

 
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Chris Burrows



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13th October, 2011 at 00:35:15 -


Thanks Sketchy, I didn't spot that. Cheers

 
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17th October, 2011 at 00:20:43 -

http://cid-b1e7ee094271bbda.office.live.com/self.aspx/Public/LightsEg.mfa <- Uses HWA and Layer Effects as well as alpha channels on objects - 1 light, 1 Active object

http://cid-b1e7ee094271bbda.office.live.com/self.aspx/Public/fow.mfa <- Uses surface Object.

There was also one by Andos but I can't find it. Those two are by MuddyMole and I based on LightsEg my game.

My Real Fog Of War based on it.

http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=250108#Post250108

 
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Sketchy

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17th October, 2011 at 02:51:49 -

MuddyMole = Me (The first of those examples is the one I just posted here).
Andos' shadow-caster engine is really very impressive - the only downside is the complexity of the code (and possibly performance).
That's a nice FoW example you've made - going to have to try and figure out how it works, when I have the time...

 
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17th October, 2011 at 16:07:04 -

Sketchy - I just read thread name on right hand site of side, I haven't check the posts here - LOL.

Also That FOW works but it got some issues MMF not always paste the object but saves data properly - ODD.

But if you can improve it I would be grateful (I was thinking about adding Internal List Object and Fast Loops.

 
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18th October, 2011 at 19:46:03 -

Hey, someone *just* asked me for a raycasting shadow engine a few days ago, and I couldn't find my old file, so I just made a new one quickly in < 10 minutes. So I can actually post that a second time if it helps!

https://sites.google.com/site/claniraq02/shadows.mfa?attredirects=0&d=1

 
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