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Englisch CS2D Shadows & Lights Released

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alt Re: CS2D Shadows & Lights Released

DC
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yeah, GrandMyth already described the process of using his tool:
• create a map with the cs2d editor
• use the tool to create light- and shadowmap sprites
• apply those sprite to the map using the map editor of cs2d again (by using 2 env_sprite entities which load the two graphics generated by the tool)

alt Re: CS2D Shadows & Lights Released

SQ
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Someone can make a request for shadows & lights so I could do an example of the map.

In further versions I might make a function that changes map file, so you wont need to do 3rd process using map editor.

alt Re: CS2D Shadows & Lights Released

SQ
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@RyceR,
Note that I'm programming only on Sundays and Saturdays.
If you ask about the feature I was working recently, it might be configuration part of the generating.

You may change or select:
• Layers Scaling/Resizing = 0.25X (Fastest Generating), 0.5X (Fast Generating), 1X (Slow Generating)
• Light collisions quality (Higher Quality Requires More Generating)
• Light intensity
• Obstacle shade corners (on/off).
• Shade intensity level
• Bloom effect
• Darkness level

alt Re: CS2D Shadows & Lights Released

RAVENOUS
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GrandMyth hat geschrieben
Someone can make a request for shadows & lights so I could do an example of the map.

In further versions I might make a function that changes map file, so you wont need to do 3rd process using map editor.


You could make zp_dust_blood with those shadow effects, would be interesting to see it, though.

alt Re: CS2D Shadows & Lights Released

ohaz
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DC hat geschrieben
there's a problem with this technique: it's static and probably too slow (at least on weaker systems) to update it while playing. this means that it would look odd on maps with dynamic walls
at least the problem with the dynamic walls could be solved... just trigger the image so that it changes and make 2 images in the beginning, one with the door opened, one with the door closed.
The problem with the construction mode would still exist though...

alt Re: CS2D Shadows & Lights Released

Lee
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TheKilledDeath hat geschrieben
at least the problem with the dynamic walls could be solved... just trigger the image so that it changes and make 2 images in the beginning, one with the door opened, one with the door closed.
The problem with the construction mode would still exist though...


Meh, that might work if you have only a few dynamic entities, but the progression is geometric:

0 - 1 set
1 - 2 sets
2 - 4 sets
3 - 8 sets
...
n - 2^n sets

If a set of shadow/light layer sits at 400kb, then this might not be realistic.

alt Re: CS2D Shadows & Lights Released

ohaz
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Yeah, of course it only works when you have about 2 or 3 dynamic entities. Or you would have to download about 1000000 pictures of the same map, just with different doors opened and closed.

alt Re: CS2D Shadows & Lights Released

FlooD
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lee, each entity can get its own 2 sets of images... so ur euqation becomes 2*n + 1. (1 for the static parts of the map)

of course it is more complicated if entities are close together... but im sure its possible to get everything to work out with some photoshop but for now i dont think we need worry about such things

alt Re: CS2D Shadows & Lights Released

Lee
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FlooD hat geschrieben
lee, each entity can get its own 2 sets of images... so ur euqation becomes 2*n + 1. (1 for the static parts of the map)

of course it is more complicated if entities are close together... but im sure its possible to get everything to work out with some photoshop but for now i dont think we need worry about such things


That's assuming that the lights do not interact with each other. This works great if block A is disabled when block B is enabled, and similarly if block B is disabled whenever block A is enabled. But what if we want to load the light layers for the map when both A and B are enabled? Meh, 4 layers isn't too bad.

Now let's have 5 blocks: A B C D E
We can have the following permutations:
A B C D E
0 0 0 0 0
0 0 0 0 1
0 0 0 1 0
0 0 0 1 1
...
1 1 1 1 1

That's 2^5 different combinations of possible lighting arrangement, or 2^6 different image layers. If each layer comes at around 400kb, then each new player that joins will need to send 25.6mb worth of data to the player, 819.2mb with 10 blocks, and etc
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