GOB on 19/11/2002 at 18:50
:)
Justice01 on 19/11/2002 at 23:30
Just out of curiosity YcatX, have you considered using the little mentioned 'Corona' effect in D2 for your missions? I'm sure you could be real creative with it. I understand it was used somewhat in SS2 (haven't played it)? I've played around with it and it seems like a cool effect, but nobody uses it. Just an idea.
YcatX on 20/11/2002 at 00:22
Quote:
Originally posted by Justice01 Just out of curiosity YcatX, have you considered using the little mentioned 'Corona' effect in D2 for your missions? I'm sure you could be real creative with it. I understand it was used somewhat in SS2 (haven't played it)? I've played around with it and it seems like a cool effect, but nobody uses it. Just an idea. No, what is it? A sky texture? I may need it for my Spirit Plane...
Justice01 on 20/11/2002 at 04:50
There's a tutorial for it at Dromed Central. I'll paste it here for you:
The Thief2 DarkEngine does support coronas, they just aren't used in the original game.
Select any light-source object ( it should have a yellow box ) in Dromed and enter it's properties. Coronas can be found under Renderer > Corona. There are 5 fields:
Radius Up Close, Radius at Max.Dist and Max. Dist. Visible are simple, use them to control size.
Alpha ranges from 0 to 1, essentialy the translucency of the corona. 1.00 is fully visible, 0 is invisible. Around 0.3 is good.
Texture is the corona texture. These are .tga files stored in bitmap.crf. There are 8 files in all, some with different colours.
The basic ( white ) one is corona.tga. Orange is cororn.tga, blue is corblu.tga, and so on.
It's kinda like a halo/glowing effect around a light source. Since it is based on a pre-existing texture, I'm sure you could put it to good use with some custom ones!:idea:
Have fun!:cheeky:
YcatX on 20/11/2002 at 14:31
Quote:
Originally posted by Justice01 There's a tutorial for it at Dromed Central. I'll paste it here for you:
The Thief2 DarkEngine does support coronas, they just aren't used in the original game.
Select any light-source object ( it should have a yellow box ) in Dromed and enter it's properties. Coronas can be found under Renderer > Corona. There are 5 fields:
Radius Up Close, Radius at Max.Dist and Max. Dist. Visible are simple, use them to control size.
Alpha ranges from 0 to 1, essentialy the translucency of the corona. 1.00 is fully visible, 0 is invisible. Around 0.3 is good.
Texture is the corona texture. These are .tga files stored in bitmap.crf. There are 8 files in all, some with different colours.
The basic ( white ) one is corona.tga. Orange is cororn.tga, blue is corblu.tga, and so on.
It's kinda like a halo/glowing effect around a light source. Since it is based on a pre-existing texture, I'm sure you could put it to good use with some custom ones!:idea:
Have fun!:cheeky:
ANYWAY, you could send me a screen?!?
So what you are saying I make light source emmit a "light field" around the actual object? Whoa! Does this thing work for dynamic light sources? Say.. Like small glowing rocks? (hehehehehehe)
No, no really? I would love a screen so I could how I can use?
So it uses the same textures from the bitmap dir? That one thing I haven't messed with (yet)... I did want new "particles" but I really don't have much time to learn something new... I would have to forget something.. I already eleminated all the phone numbers from my memory so I could remember schemas.. (Well almost I still remember my own phone number... :sweat: (SOMETIMES) )... :cheeky:
Mortal Monkey on 20/11/2002 at 20:52
Yes, coronas can be used for any object. But damn if I can get them to work.
As for particle SFXs, they are quite easy to make. Just make a .pcx file with 6 or less character(s) in its name in <b>Thief2\Bitmap\</b> and as many files with the same filename but an added two-digit number starting from '00' in <b>Thief2\Bitmap\txt16\</b>.
For example:
<b>Thief2\Bitmap\rstar.pcx
Thief2\Bitmap\txt16\rstar00.pcx
Thief2\Bitmap\txt16\rstar01.pcx
Thief2\Bitmap\txt16\rstar02.pcx</b>
The file in the <b>\Bitmap\</b> folder is the file that holds the shared palette, much like a full.pcx for the textures. To get the same palette for all the images, put the images in your bright183 folder and run (
http://www.perilith.com/~lode/tutorials/Bright183.ZIP) bright183.exe with the
<b>*.bmp -sizebias -common -o -8 -mips</b>
parameters (at least that's what I'd use).
To use it in the particle SFXs, type in the name of the file in the <b>\Bitmap\</b> directory without the extension (I.E. 'rstar').
It is pretty much as easy as making textures. Or maybe even easier. Or not.
PS: Loved the 'bright inside dark' particle FXs you had in the second mission :thumb: . I think it'd look even cooler on a black background (not that you should change anything).
YcatX on 20/11/2002 at 21:12
Oh on the "machine upstairs's" hopper and belt?
Thanks.. What about the Volcano and Carvern Mist? I had to delete 5 or so of them.. Slow down the engine too much...
Rob Hicks on 20/11/2002 at 22:05
Coronas are used quite a lot in DEDX, and they look great, adding a really atmospheric touch to many lights. They are also quite 'intelligent' - make a corona on a flickering light source and the corona will flicker along with the light. Very cool.
Rob
Hit Deity on 20/11/2002 at 23:19
What is the "official" pronunciation for Originia? Is it like Virginia?
YcatX on 20/11/2002 at 23:56
Or-a-gin-E-a