SUGGESTIONS: Readable tint values (IMPLEMENTED) / More luminance

Started by GarageGothic, Tue 31/01/2006 17:32:39

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GarageGothic

There seems to be a bit of incongruity between the way (room editor preset) region lighting and the Tint commands work. Especially I wish that luminance would accept values up to 200% with the tint code, to brighten the sprite until 'white out'.

Also, in relation to this, I wonder if it would be possibly to add a command to read back the RGB, luminance and saturation settings from a certain region. This would be very helpful for certain lighting effects I'm working with.

Thanks for reading this suggestion CJ,
GG

Edit: Removed incorrect section after CJ's reply and re-checking the Tint functionality.

Pumaman

Region tints should work identically to the Character.Tint/SetAmbientTint with the exception that you cannot set luminance and therefore it is always treated as 100.

As for allowing a luminance of >100, that's an interesting request, would anyone else be interested in this?

Barbarian

QuoteAs for allowing a luminance of >100, that's an interesting request, would anyone else be interested in this?

I never really thought about it much before. But playing around recently with some of the various commands that adjust the various tints, hues, saturations and luminance settings, well it might make for some interesting looking effects if a broader range was added. 

But, at this point I wouldn't call it a "high priority" feature to be added, more like a "when-I-get-around-to-it" level of priority perhaps? Thats is unless a lynch-mob of AGSers soon gathers demanding it's implementation.  ;)
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GarageGothic

Yes, you're right CJ. I checked and the grayscale thing DOES work with character.Tint. I could have sworn it didn't last time I tested. I see then that the only difference is that regions can be set to 200% brightness instead of 100% (though not tinted at the same time). Sorry for the confusion.

Edit: Now I remember why I thought it didn't work. I got it mixed up with the way the TintScreen function behaves.

I'd also like to restate my interest in reading back RGB, lum and sat values from a specific region, since you didn't comment on this.

Thanks for the reply.

Pumaman

Ah yes I didnt spot that, I'll look into adding some readable properties to represent the tints.

Edit by strazer:

AGS v2.72 Beta 3:
* Added Region.TintRed, TintGreen, TintBlue, TintEnabled and TintSaturation properties to allow you to get the current region setting.


Sparky

I would like to add myself to the list of people interested in region light levels up to 200%. Sorry for the late reply.

GarageGothic

Actually region light levels DO go up to 200%. It's the character and ambient tints that don't accept luminances above 100%.

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