Yeah....i think i've exagerate with dark areas too....
...i might add another kind of light source to make things more various.

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Not Yet... on Sat 16/07/2005 10:03:39I agree, the third is the one i like less...actually the sky is completely covered...do you think i should add some clouds effect?
Wow, they're really great... I don't see much lack of detail in them. I guess the third background could have a bit of stars showing, as it doesn't seem to have clouds in that one area.
Quote from: Scorpiorus on Fri 16/05/2003 22:04:36Hey Scopiorus....i was thinking to arrange the sounds effect testing the rain amount...
No, not for everyone drop.Actually if you would play a sound for every drop you don't hear much because of limited number of sound channels. But having a function that returns is there specified amount of drops have fallen could help to organize sounds. Like srIsDropsFallen(int amount) returns 1 if there is 'amount' of drops or less have fallen right now. So you could check it repeatedly to change the sound to play:
repreatedly_execute() {
if (srIsDropsFallen(30) )
Ã, Ã, PlaySound(1); // for about 30 drops
}
else if (srIsDropsFallen(200) )
Ã, Ã, PlaySound(2); // for about 200 drops
}
etc.
or maybe using an interval as usual: srIsDropsFallen(int min_amount, int max_amount).yep, that's probably better.
Quote from: [ ... ] on Tue 05/07/2005 23:41:52Wait...how do you place it next to the main character? Do you use "follow character" or another script?Quote from: Jade on Tue 05/07/2005 12:38:36
Is there another way to make a decent effect?
Create a new character and then make it "invisible" via checkbox. Now place him next to the main character or whoever you want to have the shadow with an offset of some pixels. Make sure to update his position in the repeatedly_execute ( ) function constantly using the char[SHADOW].x and char[SHADOW].y variables.
It's kinda complicated to add all the animation and stuff but that's in the nature of shadows, I think.
Quote from: Pod on Tue 05/07/2005 16:44:14yes...but the character "shadow" walk around before reaching the right distance... "follow_exactly" seem working right but i've that problem i mentioned above...
Tried setting the number of pixels to 0? or 1?
Quote from: largopredator on Sat 02/07/2005 18:52:09ThanksÃ,Â
:o
And why is it that you wanted to use painted backgrounds again? These 3D renders are awesome! (Unless you can draw even better).
Quote from: Candle on Sat 25/06/2005 23:01:28I tried with the command "move character direct" putting offscreen values...but in this case the character remain stucked in the region...
Just change the X & Y to off the screen .
MoveCharacterDirect (CHARID, int x, int y)
Moves the character CHARID from its current location to (X,Y) directly, ignoring walkable areas on the screen. This is identical to the "Move to, ignore walls" animation command.
Example:
MoveCharacterDirect(EGO,222,145);
will make the character EGO walk to 222,145 ignoring walkable areas
See Also: MoveCharacter, MoveCharacterPath, MoveCharacterStraight
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.038 seconds with 16 queries.