Suggestion: RawDraw Transparency

Started by DoorKnobHandle, Wed 08/06/2005 18:52:56

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DoorKnobHandle

This suggestion recently came to my mind again although I thought about it before several times: Would it be possible to either add a new parameter to the RawSetColorRGB function, that determines the transparency of the color or maybe add a new paramater to the RawDrawLine function, that determines the line's transparency? This would be a very handy shortcut to create color overlays, semi-transparent RawPrint messages or semi-transparent crosshairs for minigames.

Or how about adding a function that allows you to draw lines on room masks manually? You could then create great real-time light effects by redrawing room brightness masks while the game runs. For example: You have a light in the room and then have an animation when the player touches it or something and in those animation sprites the light moves a little bit. Then you could draw the actual shadows and highlights created by the light in realtime with a little advanced scripting and have a stunning effect in your game.

Would anybody else find that useful? I have to admit that the second suggestion is probably not useful for many people out there, but I am sure that semi-transparent RawDrawing would be something very useful...

Oh, and if this is already in the tracker somewhere then ignore this. The tracker still just lacks a search function...

Sam.

i personally would find this a useful function, itd svae a helluva lot of time, and would make rooms more immersive. I really like it!
Bye bye thankyou I love you.

GarageGothic

#2
Yes, transparent RawDrawing of lines/geometric shapes would be a wonderful addition. I've faked it by drawing the lines and the RawDrawing a copy of the background semi-transparent on top of it, but it's so sloooooooow.

Edit: I think that there should be two settings actually: Additive drawing, where lines are layered on top of eachother, gradually becoming less translucent. And "flat" painting, as if the whole RawDraw "layer" has a single transparency setting (thus 20% red on 20% red wouldn't equal 40% red but still 20% red). Anyone know what I'm talking about?

As for the second suggestion, you do realize that the room masks don't affect the backgrounds, right? You wouldn't actually achieve anything that couldn't be done with several regions and a bit of scripting to change their light levels. To have moving light affecting the background, you would either have to use the Flashligth Plugin, or animate the background yourself to match the lighting.

If you want realtime shadows on the other hand, well - let's say I have something up my sleeve...Ã,  ;D

DoorKnobHandle

Forget about the second suggestions then; it was something that came to my mind while typing and it is not nearly as useful as the first one.

Pumaman

#4
Some sort of RawSetTransparency(int transparency) which would then affect basic shapes like RawDrawLine and RawDrawCircle is certainly a possibility.

Edit by strazer:

Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=531

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