SOMEONE PLEASE, PLEASE, PLEASE EXPLAIN LITEING FX TO ME.
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Can anyone point me in the direction of a really, really good, comprehensive (i.e. IDIOT PROOF) tutorial on how to do light maps in RPG Maker 2003?
Or if anyone is feeling extremely patient, they could even try walking me through it themselves.
Edit: Before anyone suggests it, yes of course I have tried google. This is something I cannot figure out by myself. I have been making games for seven years and completed three without ever once using the show picture event command. It's about time for me to conquer this mental block I have.
Further edit: I have also not had much luck in "Reverse engineering" games with these kinds of doodads in them.
Final edit, I promise: Also, if this is totally impossible to do without photoshop, that's also something I need to know.
This is for an excercise in atmosphere building/halloween contest entry being made in rm2k3.
Thank you.
-Max
Or if anyone is feeling extremely patient, they could even try walking me through it themselves.
Edit: Before anyone suggests it, yes of course I have tried google. This is something I cannot figure out by myself. I have been making games for seven years and completed three without ever once using the show picture event command. It's about time for me to conquer this mental block I have.
Further edit: I have also not had much luck in "Reverse engineering" games with these kinds of doodads in them.
Final edit, I promise: Also, if this is totally impossible to do without photoshop, that's also something I need to know.
This is for an excercise in atmosphere building/halloween contest entry being made in rm2k3.
Thank you.
-Max
Are you talking about making them pretty light effects for your maps or just adding them to a map in Rpgmaker?
Both steps confound me equally.
I think I mean the former, I guess? What I mean is a show picture overlay shown at some kind of transparency so that it looks like light and shadows on the map.
I guess what I mean is just a whole tutorial on the subject, including the difference between "stock" lighting effects and contoured map overlay (light maps) that are made to specific maps?
I think I mean the former, I guess? What I mean is a show picture overlay shown at some kind of transparency so that it looks like light and shadows on the map.
I guess what I mean is just a whole tutorial on the subject, including the difference between "stock" lighting effects and contoured map overlay (light maps) that are made to specific maps?
Well to make the pictures (or even charsets since you use VX you can have charsets as lights comming from lightbulbs or windows for example, or even fire (easily animated).
But the first step, I know how to do with Paint+Phortoshop etc, which involves creating the picture/sprite with various degress of transparency. But you know you can find a lot of files like that online or depending on what you need I can do some for you :)
Now on implementing: Simple show picture with a desired transparency, there is no secret, just try and see until you are happy.
Now for lights and shadows based directly on maps you would have to:
1-Take a screenshot of your map
2-Open it on photoshop/similar software
3-create a new layer above the map layer
4-sprite/draw the shadows and lights in this layer over the map.
5-Erase the map layer leave the bg transparent
6-save as PNG
7-Go in RM and show picture, adjust the position and transparency until you are happy with it.
Hope this helps anyway :)
But the first step, I know how to do with Paint+Phortoshop etc, which involves creating the picture/sprite with various degress of transparency. But you know you can find a lot of files like that online or depending on what you need I can do some for you :)
Now on implementing: Simple show picture with a desired transparency, there is no secret, just try and see until you are happy.
Now for lights and shadows based directly on maps you would have to:
1-Take a screenshot of your map
2-Open it on photoshop/similar software
3-create a new layer above the map layer
4-sprite/draw the shadows and lights in this layer over the map.
5-Erase the map layer leave the bg transparent
6-save as PNG
7-Go in RM and show picture, adjust the position and transparency until you are happy with it.
Hope this helps anyway :)
Thanks Clest, that helps quite a bit....I'm actually using 2k3 for this.
What I always have trouble with is the (this is embarassing) the actual show picture command. I can't seem to break the secret code in 2k3 for the coordinates system...I know the X, Y coordinates don't correspond to tiles...what do they correspond to?
As for the second one, is there anything like photoshop only free in terms of "similar software"? Additionally, how much artistic talent does spriting/drawing shadows and lights require? I have very little or none but I always thought this was more of an implementation thing than an art thing.
What I always have trouble with is the (this is embarassing) the actual show picture command. I can't seem to break the secret code in 2k3 for the coordinates system...I know the X, Y coordinates don't correspond to tiles...what do they correspond to?
As for the second one, is there anything like photoshop only free in terms of "similar software"? Additionally, how much artistic talent does spriting/drawing shadows and lights require? I have very little or none but I always thought this was more of an implementation thing than an art thing.
Well the X/Y for pictures in 2k3 goes for screen pixel position, so you got to calculate 2k3 screen resolution (320x240 if I remember) and see where you want the center of your picture to be.
Keep the size of your pictures in mind too.
If your map is bigger than a screen (and probably your picture as well) you will have to calculate the screen position based on where the hero will be when the event shows the picture. A good game for you to mess around would be Sunset over Imdalh.
As for software: http://www.rpgmaker.net/forums/index.php?topic=1655.0
This topic has some hints on software, I only use paint and photoshop. However if you are working in 2k3, which doesn´t support those cool gradient transparency, paint+Idraw/irfanview will do wonders.
You may only need some software which has layers if you want to do the contour light shadow thing... I think Ocean uses Graphics gale instead of Photoshop and he is a pro spriter.
However before trying to make your own stuff, play with those overlays like the ones in Arafell and open then on paint just to see how they were made :)
As for how artistic: well, in RM2k3 it is just as hard as editing RTP.
Keep the size of your pictures in mind too.
If your map is bigger than a screen (and probably your picture as well) you will have to calculate the screen position based on where the hero will be when the event shows the picture. A good game for you to mess around would be Sunset over Imdalh.
As for software: http://www.rpgmaker.net/forums/index.php?topic=1655.0
This topic has some hints on software, I only use paint and photoshop. However if you are working in 2k3, which doesn´t support those cool gradient transparency, paint+Idraw/irfanview will do wonders.
You may only need some software which has layers if you want to do the contour light shadow thing... I think Ocean uses Graphics gale instead of Photoshop and he is a pro spriter.
However before trying to make your own stuff, play with those overlays like the ones in Arafell and open then on paint just to see how they were made :)
As for how artistic: well, in RM2k3 it is just as hard as editing RTP.
Malad and Zohaib are the kings for this type of thing..
But yeah Clest pretty much explained it. Just take a screens of the entire map. Open it up in some kind of imagery program, make a new layer to make the effects go over the screen. Make sure to have a certain point of where the light is coming from to keep consistency over it all.
As for incorporating it into Rm2k3. Just go show picture(Make the picture number high so it doesn't get any other pictures cascading over it), if the screen you took of the whole map is roughly the same size as the gradient effects you just done you should just show in the center(Which it should already be set at unless you were messing around with it before) and set it's transparency to around 80+, MAKE SURE TO NOT LET IT MOVE WITH THE CHARACTER OR ELSE IT WILL FUCK OUT. Put a wait 0.1 or 0 and parallel process that shit.
BAM your have yourself a nice little effect show going on their.
But yeah Clest pretty much explained it. Just take a screens of the entire map. Open it up in some kind of imagery program, make a new layer to make the effects go over the screen. Make sure to have a certain point of where the light is coming from to keep consistency over it all.
As for incorporating it into Rm2k3. Just go show picture(Make the picture number high so it doesn't get any other pictures cascading over it), if the screen you took of the whole map is roughly the same size as the gradient effects you just done you should just show in the center(Which it should already be set at unless you were messing around with it before) and set it's transparency to around 80+, MAKE SURE TO NOT LET IT MOVE WITH THE CHARACTER OR ELSE IT WILL FUCK OUT. Put a wait 0.1 or 0 and parallel process that shit.
BAM your have yourself a nice little effect show going on their.
I hear GIMP is a good Photoshop substitute. I use Photoshop, so I don't really know though. 55% is generally around the best transparency level for lighting.
Also, about centering...
Explanation of coordinates: A single map tile is 16x16 pixels, so a 15x20 tile map (smallest size) is *15*16)x(20*16). Which is 320x240. 320x240 is RM2k3's resolution size. Title screens and gameover screens are all this size.
The default show picture location is at 160,120 because this is the exact center 320x240 (15x20 tiles) map.
But what if the map is larger than 15x20 tiles? Then showing a picture at160x120 may create some problems.
So what you do is:
Create an event that's at the center (parallel process) of the map or as close as you can get. (This means it will be the exact center, or one of the offspots on the two sides, due to there being an even number of tiles.) Use two varibles, one called and the other . Set to the event's screen relative-X, and to the event's screen-relative Y. (Variable operation -> Operand -> Sprite -> This Event if you don't know where "screen-relative" is.)
Now, if that was the exact center, show the picture (at a high number, like 50) at 55% at those coordinates you just set. (,)
If it wasn't the exact center... Add +8 to if the event was on the off-spot to the left, subtract 8 if it was on the off-spot to the right. Add +8 to if the event was on the off-spot below, subtract 8 if it was on the off-spot above. (You may need to do a -8 to the X and a -8 to the Y.) Make sure "Picture Scrolls With Map" add an erase event command (or use a switch) and you're done!
Oh, and it looks better if the picture fades in. As in, when using shown picture set to 100% and use move picture to move it to %55. (If you're using such a fade, then if there's a savepoint on the map, you'll have to add something else too.)
Example:
About the lighting itself... well I may write up a tutorial if I get the time. (Shadows are a whole other story with panoramas.)
"Contoured" is what I used in my graveyard. Each lightmap was specifically created. "Stock" is usually just a gradient or generic light that appears above the hero, following the map. I used it in the watery area.
EDIT: Also, I've worked with Malad before (infact the game in that screenshot was something I helped with and inspired) and he does the same thing for centering. However, the way he does atmosphere is much more sophiscated than my method! (I've improved over time though.) He's more skilled as an artist, giving better results. He also plays around with panoramas more, which I don't so much. If you play his game, you'll notice things like plants growing on walls, in addition to lighting. So, if you want the highest quality lighting and atmosphere, the best you could do is ask him directly.
Also, about centering...
Explanation of coordinates: A single map tile is 16x16 pixels, so a 15x20 tile map (smallest size) is *15*16)x(20*16). Which is 320x240. 320x240 is RM2k3's resolution size. Title screens and gameover screens are all this size.
The default show picture location is at 160,120 because this is the exact center 320x240 (15x20 tiles) map.
But what if the map is larger than 15x20 tiles? Then showing a picture at160x120 may create some problems.
So what you do is:
Create an event that's at the center (parallel process) of the map or as close as you can get. (This means it will be the exact center, or one of the offspots on the two sides, due to there being an even number of tiles.) Use two varibles, one called and the other . Set to the event's screen relative-X, and to the event's screen-relative Y. (Variable operation -> Operand -> Sprite -> This Event if you don't know where "screen-relative" is.)
Now, if that was the exact center, show the picture (at a high number, like 50) at 55% at those coordinates you just set. (,)
If it wasn't the exact center... Add +8 to if the event was on the off-spot to the left, subtract 8 if it was on the off-spot to the right. Add +8 to if the event was on the off-spot below, subtract 8 if it was on the off-spot above. (You may need to do a -8 to the X and a -8 to the Y.) Make sure "Picture Scrolls With Map" add an erase event command (or use a switch) and you're done!
Oh, and it looks better if the picture fades in. As in, when using shown picture set to 100% and use move picture to move it to %55. (If you're using such a fade, then if there's a savepoint on the map, you'll have to add something else too.)
Example:
About the lighting itself... well I may write up a tutorial if I get the time. (Shadows are a whole other story with panoramas.)
author=Max McGee link=topic=2290.msg39412#msg39412 date=1224782891
the difference between "stock" lighting effects and contoured map overlay (light maps) that are made to specific maps?
"Contoured" is what I used in my graveyard. Each lightmap was specifically created. "Stock" is usually just a gradient or generic light that appears above the hero, following the map. I used it in the watery area.
EDIT: Also, I've worked with Malad before (infact the game in that screenshot was something I helped with and inspired) and he does the same thing for centering. However, the way he does atmosphere is much more sophiscated than my method! (I've improved over time though.) He's more skilled as an artist, giving better results. He also plays around with panoramas more, which I don't so much. If you play his game, you'll notice things like plants growing on walls, in addition to lighting. So, if you want the highest quality lighting and atmosphere, the best you could do is ask him directly.
Thanks to Tau, Azn, and Clest. I'm slowly getting this.
I agree. It's the one lightmap that Malad made for one of my projects that has inspired me to go the lightmap route.
Warning: MEGA-N00B QUESTION ALERT:
How do you screenshot an entire map if it is larger than what can fit on the screen at one time? (I assume you don't mean in the editor, because that obviously poses its own problems.)
Malad is my boy, from back in the day, I'm sure you know what I mean Azn. Problem is, I have no idea where to find it him. If you still talk to him regularly, you should tell him to join here.
Malad and Zohaib are the kings for this type of thing..
I agree. It's the one lightmap that Malad made for one of my projects that has inspired me to go the lightmap route.
Just take a screens of the entire map
Warning: MEGA-N00B QUESTION ALERT:
How do you screenshot an entire map if it is larger than what can fit on the screen at one time? (I assume you don't mean in the editor, because that obviously poses its own problems.)
So, if you want the highest quality lighting and atmosphere, the best you could do is ask him directly.
Malad is my boy, from back in the day, I'm sure you know what I mean Azn. Problem is, I have no idea where to find it him. If you still talk to him regularly, you should tell him to join here.
Don't worry I used to be like "WTF How did you post the screen like that?" as well but it's fairly easy, just time consuming is all. Basically just take screenshots of the map and past them all together.
As for Malad he's staff at IGP with me and Crumply. Also randomly pops up at GW sometimes. I'm pretty sure a PM would suffice.
As for Malad he's staff at IGP with me and Crumply. Also randomly pops up at GW sometimes. I'm pretty sure a PM would suffice.
I haven't talked to Malad for a long time.
However, he did start a project with me and YDS (Night Shift Noble) which he says he still is doing the Lighting FX for.
YDS told me that she talks to him still sometimes (even though I don't.)
Anyways, his AIM: explodeythingy
He's away all the time but that's probably the best way to contact him.
However, he did start a project with me and YDS (Night Shift Noble) which he says he still is doing the Lighting FX for.
YDS told me that she talks to him still sometimes (even though I don't.)
Anyways, his AIM: explodeythingy
He's away all the time but that's probably the best way to contact him.
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