In response to DarkCampainger
DarkCampainger wrote:
Updated my lighting system with 510's PLANE_MASTER, now it supports multiple dynamic lights!



I don't have fancy gif software, so here's a dmb if you wanna see it live: Torchbearer_dmb_20160203.zip (170KB)

I can only breath so fucking hard PLEASE make a library or tutorial I am LITERALLY begging you.

last one for the night, better quality

used a couple tutorial images to make that one
In response to Ishuri
Looking good
In response to DarkCampainger
DarkCampainger wrote:
Updated my lighting system with 510's PLANE_MASTER, now it supports multiple dynamic lights!



I don't have fancy gif software, so here's a dmb if you wanna see it live: Torchbearer_dmb_20160203.zip (170KB)

Here's a gif, though it looks much, much better live.
I think 510 might be the best update ever.
In response to Flick
I rate it sexy out of sexy.
Yut Put wrote:
i have no idea how this stuff works. i'm trying to make a fog of war system but i have no idea what i'm doing

Fog of war is an interesting use of this. I have some ideas there. It seems like if you want more of a specific fog color, some kind of more advanced setup (and maybe a new feature like alpha masking) might be needed, but I can think of a way to do this with what we've got.

First, define your fog plane.

#define FOG_PLANE 5
obj/fogplane // show this to all players when they enter the game
screen_loc = "1,1"
plane = FOG_PLANE
appearance_flags = PLANE_MASTER | NO_CLIENT_COLOR
color = "#000f"
blend_mode = BLEND_MULTIPLY

var/obj/fogplane/_fog = new

image/nofog
plane = FOG_PLANE
icon = 'nofog.dmi'
blend_mode = BLEND_ADD

client
var/list/nofog

proc/EnterGame()
screen += _fog

proc/AddFog(turf/T)
if(!nofog) nofog = new
var/image/nofog/F = nofog[T]
if(!F)
F = new(loc=T)
nofog[T] = F
images += nofog[T]
// maybe want to adjust some icons here if you use 47-state for a slight fade-to-fog border

proc/RemoveFog(turf/T)
if(!nofog) return
var/image/nofog/F = nofog[T]
if(F)
// maybe want to adjust some icons here if you use 47-state for a slight fade-to-fog border
nofog -= F
images -= F
F.loc = null // should soft-delete

There are ways to simulate alpha masking if you work with multple planes.

#define CLOUD_PLANE 6
obj/cloudplane // show this to all players when they enter the game
plane = CLOUD_PLANE
appearance_flags = PLANE_MASTER | NO_CLIENT_COLOR
color = "#555f" // dark gray cloud
blend_mode = BLEND_ADD

var/obj/cloudplane/_cloud = new

image/nocloud
plane = CLOUD_PLANE
icon = 'nofog.dmi'
blend_mode = BLEND_SUBTRACT

image/nofog
...
overlays = newlist(/image/nocloud)
Worked on Particons a little bit since I guess it had been broken for a while. Added another var that helps add some ability to structure effects.
Try that flame one with a little BLEND_ADD magic.
In response to Lummox JR
Lummox JR wrote:
Try that flame one with a little BLEND_ADD magic.

Please fucking add blend modes to particons.

PLEASE.
In response to Rushnut
Rushnut wrote:
Lummox JR wrote:
Try that flame one with a little BLEND_ADD magic.

Please fucking add blend modes to particons.

PLEASE.

There's already Icon.Blend(). idk what you're jizzing over. Flick just needs to add a dropdown menu option for what blending operation to use when saving the icon.
In response to D4RK3 54B3R
D4RK3 54B3R wrote:
Rushnut wrote:
Lummox JR wrote:
Try that flame one with a little BLEND_ADD magic.

Please fucking add blend modes to particons.

PLEASE.

There's already Icon.Blend(). idk what you're jizzing over.

I think he's referring to the actual lib itself, but yea I'm not seeing what the overhype is about.
In response to Lummox JR
Lummox JR wrote:
Try that flame one with a little BLEND_ADD magic.

Hmmm. Well, there are no actual atoms involved, it's just an icon, so the 'BLEND_[mode]' stuff doesn't really do anything. I'll see what I can do with the 'ICON_[mode]' stuff, but I'm overlaying icons over mostly transparent icons which only really works with UNDERLAY, OVERLAY, and OR. I could give the icon an underlying base color which would work, but would then be impossible to get rid of if you wanted to use the effect in a game.

I'll see what I can do.

As for the 'overhype' etc: I don't think its anything all that spectacular, I just think they look pretty. I like shiny things ;) And they eliminate the cpu hit I was taking trying to generate effects with animate.

In response to Flick
Flick wrote:
Lummox JR wrote:
Try that flame one with a little BLEND_ADD magic.

Hmmm. Well, there are no actual atoms involved, it's just an icon, so the 'BLEND_[mode]' stuff doesn't really do anything. I'll see what I can do with the 'ICON_[mode]' stuff, but I'm overlaying icons over mostly transparent icons which only really works with UNDERLAY, OVERLAY, and OR. I could give the icon an underlying base color which would work, but would then be impossible to get rid of if you wanted to use the effect in a game.

I'll see what I can do.

As for the 'overhype' etc: I don't think its anything all that spectacular, I just think they look pretty. I like shiny things ;) And they eliminate the cpu hit I was taking trying to generate effects with animate.


I didn't mean it as anything negative really, I'm actually enjoying Particons frequent updates, and yea they certainly do look pretty.
In response to Flick
Well, for example: for particles that are supposed to use a blend_mode, like BLEND_ADD for a fire, I think it would be ok to use Blend() with ICON_ADD it all on top of an opaque black canvas.

For particle effects with mixed blend modes... I have no idea.
On a transparent canvas, ICON_OR would work.
In response to D4RK3 54B3R
D4RK3 54B3R wrote:
Well, for example: for particles that are supposed to use a blend_mode, like BLEND_ADD for a fire, I think it would be ok to use Blend() with ICON_ADD it all on top of an opaque black canvas.

I'll have to play around with it, but the background needs to be transparent when I'm done so the effects can be used in game. I don't see a good way to get rid of the black canvas, at least with partially transparent particles. There would be a black border left over.
In response to Flick
Flick wrote:
I'll have to play around with it, but the background needs to be transparent when I'm done so the effects can be used in game. I don't see a good way to get rid of the black canvas, at least with partially transparent particles. There would be a black border left over.

That's not what I meant. If the final icon has a black canvas, but the icon is used with an atom that is using BLEND_ADD, none of the black will appear. The atom should appear as if all of the particles that were used in generating the icon were on BLEND_ADD, if ICON_ADD was used for all of them on top of an opaque black canvas.

The same is true for BLEND_MULTIPLY and a white canvas.
In response to Lummox JR
Lummox JR wrote:
On a transparent canvas, ICON_OR would work.

Yeah, that works. I could probably use icon.MapColors() with ICON_OR to fake some other modes.
In response to Flick
In english?
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