the graphics looks really good, good luck!![]()
the graphics looks really good, good luck!![]()
From brazil (:
Pascal pownz!
not really good, the engineering course is almost killing me, if i escape alive at least i will have some things to tellOriginally Posted by PyroGine Development
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From brazil (:
Pascal pownz!
Short video of SD showing the intro, main menu and the lighting nebula test I just got working today. I added support for a render state called rsColorLightMap. It takes source image and blends it with the destination image to change it's colors. In this case I'm using PG.RenderDevice.DrawRect to draw a white image on top of the nebula and setting it's RGB values from R:128,G:128,B:128 to R:255, R:255, R:255 to brighten the image buffer. As the rect is drawn successive times, the overal image becomes brighter and brighter. I then randomly modulate this to produce the desired lightning effects.
I discovered that if the RGB values are from 128 down to zero it will actually darken the image in the same way. So 128 is the neutral position and +-128 can lighten/darken the image buffer and/or texture in real-time. Using an actual color light map texture you now have the ability to simulate lighting in PGE.
Very nice chief!
I'm glad you got that bit working, yay!
cheers,
Paul
The Probe
Blogs:
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http://gameknot.com/#paul_nicholls
@WILL
Thanks. I used Paint Shop Pro Photo X2. It has a seamless texture feature. I used the bi-directional / edge option. I then used the TPGTexture.RenderTiled method in PGE to tile the texture across the viewport. You can scroll the texture bi-directional.
I've been using PSP for so long now. I'm not an artist, can only dabble to get things done I need done so I need this kind of software to be easy to use and affordable. I think I got X2 for something like $55US (X3 is out now) vs what ever PS costs these days. I'm just saying... for me it has all the things I will ever need and I can actually afford it.