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Thread: Gridded Lighting

  1. #11
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    LB. It loads ok for me.

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    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  2. #12
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    Oh my god LB, I love you no homo! It worked perfect!!

    Look!

    The thing is now, I don't know if it will work for lights, I made it work for sunlight if you can see in the picture. It probably does, I just haven't tested light - lights yet. By the way, have you any ideas to make it run faster? It runs fine and dandy full fps, but takes 0.5 - 2.0 seconds to fully update, and is not bad but is noticeable, I wouldn't mind except it's going to be implemented into one of my bigger games (with 8000-12000 objects on frame) so I was wondering if there we're a way to make it update just a little bit faster.




  3. #13
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    Here's the mfa

    Edit: Wait, Now that I think of it.. It isn't "proper", It should get darker the further below the ground it is right? Where-as mine just lights up anything that doesn't overlap a block and surrounds it with fading light. @LB Do you know how I could fix this? Thanks!
    Attached files Attached files

  4. #14
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    Oh! I'm guessing you want sky light to go from the top of the frame to the bottom, as if it were a side scroller? For that you can use a formula that the higher the Y value, the lower the max skylight light level. I guess this explains why this doesn't work like I expected:


    As for the slowness, that is caused by MMF2 having to check all the objects in the frame if their X and Y coordinates match. You seem to already have it set up with a solution in mind, so I'll just complete it: you can use an array object to store the light values and then just do always: set active object lighting to array index X/24, Y/24, and it will be much faster to let MMF2 do it that way.
    Working as fast as I can on Fusion 3

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    Quote Originally Posted by LB View Post
    Oh! I'm guessing you want sky light to go from the top of the frame to the bottom, as if it were a side scroller? For that you can use a formula that the higher the Y value, the lower the max skylight light level. I guess this explains why this doesn't work like I expected:

    As for the slowness, that is caused by MMF2 having to check all the objects in the frame if their X and Y coordinates match. You seem to already have it set up with a solution in mind, so I'll just complete it: you can use an array object to store the light values and then just do always: set active object lighting to array index X/24, Y/24, and it will be much faster to let MMF2 do it that way.
    No no, It does work as you expect. It's just that after deleting a block, you have to update the light about 5-6 times.

    Edit: Also, Instead of darkness having it's own actives, Is there a way to make it (an effect) so the blocks turn into semi-transparency but instead of slowly transforming into the background colour, black instead.


  6. #16
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    Why not just make the frame background black?
    Working as fast as I can on Fusion 3

  7. #17
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    I'm going to have a blue background with clouds to make it look like the sky in the background.

  8. #18
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    Well, you can have them white and then just set their RGB coefficient to GetRGB(blah, blah, blah) where blah is a brightness from 255 (highest) to 0 (black)
    Working as fast as I can on Fusion 3

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