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Author Topic:   light, fog, and shadows?
tankabott
Member
posted December 10, 2000 02:08 PM         
is there any way to change the amount of fog?
what about light, can i make maps darker or add shadows?

i would really like to play a night time game in dense fog.

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Random Chaos LDA
Member
posted December 10, 2000 04:01 PM            
Lighting shadows have not been added.
I'm not sure about nighttime maps though...might be a way to change ambient light levels (its a matter of if it can be set by the maps or not).
As for fog, again I'm not sure.

--RC

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Kaeto
Member
posted December 10, 2000 08:36 PM            
Night maps SHOULD be possible - look at the moon map. If it had dark terrain, it would look like nighttime...

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Dudymas
Member
posted December 10, 2000 10:49 PM            
Well, with GIMP handy, we should have nighty night TM in NO TIME

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tankabott
Member
posted December 12, 2000 12:15 AM         
ok i figured out how to make levels lighter and darker buy screwing with the LightVector in the skybox entities. (i also set AmbientTerrain and AmbientEntity both to zero, im not quite sure what they do.)
ok i did that, but then the skybox bmp files seemed to be way too light, so i filled them in black in PS, and now the "sky" is dark purple. anyone know why?
i made dense fog by cutting the view distance down to 100.

im just thinking there has to be a better way to make dense fog...

it works though, and i am happy about it.

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Random Chaos LDA
Member
posted December 12, 2000 12:57 AM            
Hmmm...check that with more than one map. My guess is its a map setting for ambient lighting but I'm not sure. I'd have to play with it to figure it out. Jim would be able to answer any map questions better than me since he made most of the maps...the setting could be in the Skybox file or in the map .ved file itself. I'd check the Moon since that's probably a good starting place for a night scene.

--RC

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A2597
Member
posted December 12, 2000 10:39 AM            
After ten minuets, I have an awsome evening map of the ramp working on the 1.01 demo. REALLY COOL! Has stars, moon (That looks AWSOME in the water!) And all the weapons look TOTALY AWSOME!!! I edited the skybox textures, and the skybox entities to do it. easy. (OF course, a 3D render of the moon I did came in handy )
Oh I didn't mention, I still have night time clouds light up by the moon, and of course, you can't see the stars behind the clouds. I'll take a screen shot sometime today, got school to do now.

A2597

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[This message has been edited by A2597 (edited December 12, 2000).]

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Random Chaos LDA
Member
posted December 12, 2000 01:19 PM            
Sounds neat

FYI: Each sky box entity is used by usually about 5-20 maps. The exception is the Moon's skybox. I think even the Tron ones are used on several levels. By changing a skybox to night you effectively change multiple levels to night...

I'll have to play with this

--RC

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Kaeto
Member
posted December 12, 2000 02:44 PM            
And BTW - it is the ambient light that controls how light everything is. I have a cool idea for a really whacked out level mod that I'm gonna try to get to work...

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A2597
Member
posted December 12, 2000 03:18 PM            
Oh well, Guess I'm just happy with the demo(s).

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tankabott
Member
posted December 12, 2000 04:03 PM         
i didnt know that about the skyboxes.
i was working with the 1.5 demo.
with a hex editor and PS you could make skyboxes for each level couldnt you? im sure you could. im going to try it.


this morning on the way to school, i stoped by babbages and was happy to discover they had the game in stock for 29$!

now i can finally play online.

oh... when i was trying to perfect my night level i toyed with the idea of stars and planets. one thing i tried was setting SkyRotateSpeed to 9.9. in the trace file.
it made me really dizzy, but it was cool seeing the stars and planets rotate around me.

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A2597
Member
posted December 15, 2000 10:22 AM            
Fog idea, no idea HOW to do it though...
The nuke haze is like patchy fog, can we make it standard, without fading?

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tankabott
Member
posted December 15, 2000 02:16 PM         
i think ive almost figured out how to do fog, ill play around and see if i can get it to work.

i was right you can make new skyboxes, its pretty simple actually. im here if anybody wants the low down on how its done.

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peeeto
Member
posted December 15, 2000 03:54 PM         
please write a little tutorial & post
thanks!

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Black Widow Lance all the way, baby!

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A2597
Member
posted December 15, 2000 11:10 PM            
Yes do! Then I can make my Tnight map avalible!

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tankabott
Member
posted December 16, 2000 03:00 AM         
one thing i just realised is that you probably could do this in a map.cfg file, i have no idea how to do it but im sure you can...so if anyone knows please tell me

im not that good at explaining things so ill try and take it very slow, if anyone has any questions ask away.

ok to do this you need a hex editor.
if you dont know how to use a hex editor i suggest not trying to do this. one little mistake could and will crash your computer.
im not going to be responsible for the loss of your mid term paper, porn collection, videocard, ect... remember one tiny out of place character will screw everything up...well at least in my experiance it does.

to start off its a good idea to make a copy of the map and its screenshot and place them both in the AddOns folder
TreadMarks\AddOns\Maps
i copied DM1.ved and DM1_shot.bmp
DM1 is "DM The Steppes"
i also renamed them DM1Hacked.ved and
DM1Hacked_shot.bmp

the next thing you want to do is put the skybox images you want to use in your AddOns folder as well under
TreadMarks\AddOns\art\SkyBox
i named mine HackedBox1
HackedBox1__back.bmp
HackedBox1__front.bmp
HackedBox1__left.bmp
HackedBox1__right.bmp
HackedBox1__up.bmp

the third step would be to make or copy a trace file for the skybox in the AddOns folder
TreadMarks\AddOns\entities\SkyBox
i copied a trace file and renamed it
Hacked.ent, and inside i changed these
values to reflect my new skybox.
type = Hacked
skyboximages = skybox/hackedbox1

The last step, get out your hex editor and load up your map.ved file. since i wanted to change the skybox in my DM1Hacked.ved, i loaded up DM1Hacked.ved
TreadMarks\AddOns\Maps\DM1Hacked.ved
scroll down to the end of all the code
change the value of MapName. in my case i
changed MapName = DM The Steppes to
MapName = DM1Hacked.

change the value of MapID. i picked a
number i was pretty sure wasnt in use
allready. so from MapID = 500 i changed
it to MapID = 666.

do a search Ascii search (F4) for "sky."
what you find should look like this:
....skybox......trace9..A...A..
all you need to do is subsitute the name
of your trace file for the one that is
currently being used, trace9.
since my trace file is named "hacked" i
changed it to:
....skybox......hacked..A...A..

save the file and exit it should work. easy huh?

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tankabott
Member
posted December 17, 2000 02:35 AM         
so, comments?

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Random Chaos LDA
Member
posted December 17, 2000 01:42 PM            
Yep - makes sence based on how the maps are created...

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GoldAnt_Number1
Member
posted January 15, 2001 12:01 PM            
Am i just plain crazy for this but how bout head lights on the tank so u can see 3 feet ahead. Just as an option. that'd look pretty cool

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P) Can't forget those pirate smileys at the bottem now can we P)

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Unforseen Chaos
Member
posted January 15, 2001 05:38 PM            
that would make a cool effect. Kinda like E2150

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