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Shadowy OHR scene

 
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RedMaverickZero
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PostPosted: Sat Oct 11, 2003 12:15 pm    Post subject: Shadowy OHR scene Reply with quote

I've seen this done before. And I doubt it's simple. But what is the script to make night time in the OHR? This would be very appreciated.
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planethunter
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PostPosted: Sat Oct 11, 2003 2:30 pm    Post subject: Reply with quote

Cube sorted out my problem with a "night-time-script" months ago...
Go back a few pages and I'm sure you'll find my plea and cube's detailed tutorial.

I myself have modified it to suit my game, but you should get what your looking for and more anyway. It's basically just an in-game loop with a few if statements and master palette altering commands.
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TMC
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PostPosted: Sat Oct 11, 2003 9:08 pm    Post subject: Reply with quote

Since I can readily find that, and might not either, (and I'm bored) here it is. There are 2 ways.

The simple way:

tweak palette (20, 20, 20)
update palette

and to undo it:

reset palette
update palette

Adjust the 20's to anything between 0 (no change) and 63(everything gos black). The problem with this script is, it doesn't make anything 20 darker or anything, it subtracts parts of each colour. So dark colours turn black, slightly mixed colours like purple turn into dark pure colours (purple to dark blue), and bringt colours become less brighter.

A better version:

Code:

script, dim lights, percentage, begin
variable (ctr1, ctr2, colour)
for (ctr1, 0, 255) do (
 for (ctr2, 0, 2) do (
  colour := (read color (ctr1, ctr2) * percentage) / 100
  write color (ctr1, ctr2, colour)
 )
)
end


And to reverse the effect:

reset palette
update palette

Call dim lights with the percentage of the original brightness you want everything to turn. So
dim lights (60)
will make it 40 less bright, etc.
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PostPosted: Sat Oct 11, 2003 9:36 pm    Post subject: Reply with quote

However, tweak palette changes everything that is displayed, including the menus and text boxes, so darkening the screen via tweak palette won't be good if you're trying to do a cutscene.
I myself am a fan of making a "night" tileset that corresponds to each of my "day" sets. It takes a bit longer (read: FUCKING FOREVER) to do, but the results are damn fine.
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TMC
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PostPosted: Sat Oct 11, 2003 11:26 pm    Post subject: Reply with quote

But so would the second method. Also, as well as maptiles, you'll have to make new palettes for everything, and then change them with plotscripting commands.
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Flamer
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PostPosted: Sun Oct 12, 2003 1:52 am    Post subject: Reply with quote

altering the maptile sets is a lot more clean change from day to night than tweaking the palette. tried it myself, but i'm too lazy to change yet.
maybe you can get away with tweaking the palette to some extent without the player knowing, but it's a big IF, whether they'll see it or not.
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PostPosted: Sun Oct 12, 2003 9:51 pm    Post subject: Reply with quote

But maybe you DO want them to see? the menu and everything else being darker adds to the night time effect IMHO. Like you are reading a scroll in the dark.
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Setu_Firestorm
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PostPosted: Mon Oct 13, 2003 8:01 am    Post subject: Reply with quote

Either that, or you could just duplicate the tileset and take all the tiles to a darker shade and use the
Code:
load tileset (number)
thing.
That way your heroes and menus would still stay at their original brightness state.
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DemocraticAnarchist
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PostPosted: Tue Oct 14, 2003 12:10 pm    Post subject: Reply with quote

What i did was printscrn my tileset, greyscale it, re-import it and create a copy of the original map using a different tileset. The npcs and text boxes arent affected, and i use a fade screen out, use door, then fade screen in command to switch. Its in a cutscene and the fade screen is at the moment when the char falls asleep, so it works for me there, but it wouldnt really work on a map that has to be changed while playing (eg a nighttime script)
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planethunter
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PostPosted: Sat Oct 18, 2003 1:04 pm    Post subject: Reply with quote

Here's what I do:

A) rip my own tileset from custom.exe

B) make about 4 copies of it.

C) make the 1st 8% dark, 2nd 16% dark and the 3rd 32%.

D) In all the windows of the 4th I make them yellow instead of blue, to give the impression that the lights are on in the buildings.

E) run a large plotscript similar to Cube's nightime script but with alter tileset instead of altering the pallete.

F) Just alter the tilesets in reverse to make it day again.

*note* make sure you do read cube's detailed tutorial, since you do not want to alter outdoor map's tilests onto indoor map's tilesets.

J) this is a simplfied version, I actually have weather tilesets and dawn, dust, sunrise and sunset tilesets but that's slightly more complicated...
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Flamer
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PostPosted: Sat Oct 18, 2003 6:00 pm    Post subject: Reply with quote

wow, that must take a ton of time to get right...
not to mention the amount of tilesets you'll have...

no way will you catch me doing anything like this, i'm just far to lazy to do something like that.
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Aethereal
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PostPosted: Sat Oct 18, 2003 6:05 pm    Post subject: Reply with quote

Er, how hard is it to take a tileset, load it into some paint program, alter the "brightness" setting, save, and re-import? That's all you have to do, really...
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PostPosted: Sat Oct 18, 2003 10:46 pm    Post subject: Reply with quote

And you get 32767 tilesets, so there's no problem there . . . except for absurdly high file size, of course.
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