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Castle Paradox
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HappyDew Guest
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Posted: Sun Mar 06, 2011 2:35 pm Post subject: Map Night Effect - Best Method |
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Hello.
I'm currently working on a part of my game that I would like to take place "at night". I was doing google searches and searches on wiki for night effects. I saw this:
Code: | variable (i)
for (i, 0, 255) do, begin
write color (i, color:red, read color(i,color:red)/8)
write color (i, color:green, read color(i,color:green)/8)
end |
In one of the articles. It's definitely good for a quick way to set all the tiles to looking like they're night-timey but it also changes the color for battle, the menus, etc. I was wondering if here was any other way, even if it's more complicated and time-involving to set some tiles as night-time but leave the rest of the game in the default palette settings.
At present what I was planning on doing was screen grabbing a shot of the tiles set to "night time" with the scripting code above. Then I was going to import the screen into the editor, cut the tiles, and have a "night time" set. This way I could control which tiles were dark, and which ones were normal as I want t have bright burning lanterns, etc over top of the dark blue night tiles. Then maybe I could do a hide layer command or something (not sure if there is one) to switch the map from night to day.
I'm still trying to do my best to research all the scripting commands for things, but I was just wondering if there was something I was missing or any easier way to convert pre-existing tiles I have to "night" effect.
Thank you.
-KS |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sun Mar 06, 2011 3:21 pm Post subject: |
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There's a command to switch tilesets. If you want to go the extra mile, you can also switch around all the heroes' and NPCs' palettes. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Mar 06, 2011 11:11 pm Post subject: |
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I would just export the tileset, run it through some filters in Gimp or another graphics editor, and reimport it. You could even add dithering while you're at it if needed. The script you posted is very simple; you could probably get a much better effect.
Also, there's currently no way to hide/unhide a map layer via script. Instead, just set the layer's tileset to an entirely transparent one to hide it. _________________ "It is so great it is insanely great." |
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HappyDew Guest
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Posted: Tue Mar 08, 2011 12:28 am Post subject: |
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Quote: | Also, there's currently no way to hide/unhide a map layer via script. Instead, just set the layer's tileset to an entirely transparent one to hide it. |
I don't understand what you mean. How would this work for going from daytime to night time? Using a transparent layer.
Also Gimp is a totally foreign land to me. I watched a youtube video fo James Paige drawing a shark to see how to reduce the color palette and save the image as somethign that the OHR would accept for importation. That's pretty much the only thing I've used it for so far. I'm a lot more comfortable drawing sprites in the editor which is primaril what I'm working on right now. So was just wondering what I would do when I run the exported tile set through Gimp. Thnks. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Mar 08, 2011 5:06 am Post subject: |
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Oh, I was just throwing in that information about faking hiding of layers because you mentioned a "hide layer" command.
I'm pretty unfamiliar with Gimp too, but the filters are easy to use. Just look in the 'Colors' menu of a loaded image's window, and you'll see lots of options like 'Hue-Saturation', 'Colorize', 'Levels', 'Curves', 'Posterize'. Each provides a different way to change the colours of the image. Of course, I don't know exactly how to get some specific effect I want, but I just play around. _________________ "It is so great it is insanely great." |
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