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LIGHTING CHANGED WITH TILE USED

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kitten2021
Returning from RMVX Death
1093
OK, title is a little confusing, but I had no other way to point out what I was looking for. I'm trying to see if someone could walk me through making a script that would match to what tile I used so I could create a nice glow for whatever I used. Example being, I want my lava to glow in my game, give it more of a volcanic feel, but no events work well and if I should 'need' another event on top of it or below it (say, for example at the bottom or top of your waterfalls, etc.) then I wouldn't be able to have the glow event there.

So, I was thinking that there would have to be a way to get a script made that would notice the tile used, i.e. the lava/water tile or the waterfall/lava-fall tile, and then create the appropriate glow for that tile used. For the water, if correctly used, could glow a slight summers day glow that could (in essence) be reflecting the sun or the moon, depending on the time of day tied into your game. Or, for the lava, it would give off a real warm or fiery hot feel to it...

What got me thinking about this was a game I had seen a while ago and been following ever since:
http://rpgmaker.net/games/1647/images/8203/

I've tried to figure out how their doing that, but I just can't; so, I was hoping someone would be willing to walk me through how to possibly make a script like that (tired of the same old look in my game, trying hard to get it to not match everyone else's - thus the reason for the 200+ custom made chars, etc.)
Pretty sure this is done with old school light mapping and not with script based lighting. Meaning Rei just took a screenshot of the entire map, bloom'd it over with a brush in photoshop, and displayed a transparent picture of the separate light layer in the actual game.

It takes awhile to get good at, don't recommend it for beginners.
look at Muse for a good example of it done well.
tardis
is it too late for ironhide facepalm
308
post=199960
look at Muse for a good example of it done well.


a shameless plug!
Lighting is a whole other ball of wax that you'll need to research in order to do correctly. How photons behave, direct/indirect lighting, temperature, incandescence, atmospheric perspective, shadows, illuminated shadows, light balance, the difference between transparency and translucence, etc. There's also how lighting affects the viewer psychologically and conveys mood. Techniques for different setups, such as high-key or low-key lighting (for styles such as film noir). It's something that I l plan on implementing (pre-rendered panoramas ftw), and it can definitely add a new dimension to your work, but bad lighting can break you.

a shameless plug!

Welcome to RMN. Post lots!
kitten2021
Returning from RMVX Death
1093
Wow, sorry guys, I had stayed off the site because of it being messed up... Thanks for all the reply's, I appreciate it. BTW, as far as I knew, you couldn't use Panorama's in RMVX; how do you get this done?
It is not a 'panorama' is is a transparent picture (page 2, show picture) in event commands.

edit: ok not to rape AZN's secrets but, basically:

http://rpgmaker.net/games/46/images/2635/ this screenshot is basically a regular map with

this 'show picture'd over it, and then made transparent. This is done in rm2k3 but the same can be done with VX.
oh shit you're back, ok look im sorry... but the newbies need to be shown the light

ing effects
Pages: 1