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Author Topic: lights  (Read 4990 times)

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tinchopunk

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lights
« on: January 14, 2005, 01:48:33 AM »

Well i have a very inquietant question... how can i make a room with out lights but my character has a lintern or torch and you can see there something... sorry about my english it´s the worst i have been writen
thanks
   Martin
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Mnemonic

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Re: lights
« Reply #1 on: January 14, 2005, 10:02:37 AM »

I'm afraid that's not possible at the moment. WME only supports static lights. I could add a method for changing light position from a script, though...
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nuclear_winter

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Re: lights
« Reply #2 on: January 14, 2005, 09:13:46 PM »

Hi Mnemonic,
have you seen Alone in the Dark 4?
In that game the backgrounds are prerendered, but the character can light everything around him with a flashlight (like Silent Hill), the effect looks amazing. I dont actually know how it's done, but my suppositions are that there are 2 prerendered backgrounds, one dark and one completely lighted (with smartly placed shadows). What the flashlight does is (just supposing here) have an invisible object attached, which when colliding with the hidden 3D geometry sets a portion of the top image tansparent... here are some shots (remember this game is old and was out even on PS1, so there are no DX9 shaders or anything)







you can get a demo here http://gr.bolt.com/download/pc/adventure/alone_in_the_dark.htm
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Mnemonic

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Re: lights
« Reply #3 on: January 15, 2005, 09:42:24 AM »

Hi Mnemonic,
have you seen Alone in the Dark 4?
In that game the backgrounds are prerendered, but the character can light everything around him with a flashlight (like Silent Hill), the effect looks amazing. I dont actually know how it's done, but my suppositions are that there are 2 prerendered backgrounds, one dark and one completely lighted (with smartly placed shadows). What the flashlight does is (just supposing here) have an invisible object attached, which when colliding with the hidden 3D geometry sets a portion of the top image tansparent... here are some shots (remember this game is old and was out even on PS1, so there are no DX9 shaders or anything)
I haven't seen the game so far. The screenshots indeed look interestings, downloading the demo.
Perhaps an approach similar to this flashlight script would work here too...?
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tinchopunk

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Re: lights
« Reply #4 on: January 15, 2005, 05:02:41 PM »

ok mnemonic... i know about that script but in 3dcharacter can works???
thanks
 Martin
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Mnemonic

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Re: lights
« Reply #5 on: January 15, 2005, 05:18:06 PM »

ok mnemonic... i know about that script but in 3dcharacter can works???
Yes, it should work for 3D characters too.
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tinchopunk

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Re: lights
« Reply #6 on: January 16, 2005, 07:11:10 AM »

but not with the mouse? or with the keys???
 Martin
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Mnemonic

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Re: lights
« Reply #7 on: January 16, 2005, 05:53:59 PM »

but not with the mouse? or with the keys???
Right now the script uses Game.MouseX and Game.MouseY to position the light cone. You'd have to change it for example to actor.X/actor.Y or something similar, to make it follow the character.
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