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CS2D General CS2D Shadows & Lights Releasedcreate 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)
In further versions I might make a function that changes map file, so you wont need to do 3rd process using map editor.
Wow! Looks awesome! I'm sure it will be put to great use once it's finished! Keep up the good work, I'm sure it's gonna be a one-of-a-kind
Thank you! I very need it
P.S: What u do for this now?
Sorry for my bad english
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
great thing btw
GrandMyth has written
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.
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.
DC has written
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.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
The problem with the construction mode would still exist though...
TheKilledDeath has written
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...
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.
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
FlooD has written
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
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