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EdSabbath

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  1. @Robin: > If you have the source then the first thing you should do is remove the 'light' layer of the maps and burn the DD7 'BltFx' procedures. > > That shit should never have seen the light of day. lol. Well, it does get kind of annoying, the blatant light-to-dark. But I was working on making it just permanently dark and making the light layer either a glow/aura or flashlight effect and having the layer follow the player (on the client side, anyways). But I haven't sifted through the source to find the light layer yet and I haven't been able to get an answer out of anyone where it might be. So I guess I'll have to find it myself :/
  2. @silentdemonic: > @EdSabbath: > > > @TimeBomb: > > > > > AFAIK there is no lighting, or at least real lighting, because Eclipse uses DX7, not DX8\. DX7 doesn't support lighting, but DX8 does. > > > > I know it isn't REAL lighting, silly. That's why I want to know how to handle the lighting. It's carried via alpha or color channel somehow. I just dunno which one or if it's direct on the map or a top layer. > > Tis not a good thing to call others Silly when you have not comprehended the content of what they have said. > He said to you that you will need to use DX8 to achieve what you mentioned as it can not be done with DX7. > Eclipse uses DX7 which would mean upgrading Eclipse to be DX8 and if you are going to do that you might want to investigate how VBGore done it just off the bat. > Currently the light system is contained within a Tileset so toy with that in the meantime. I can't find this light tilemap. Whar is it at. :/ EDIT: Also, the tilemap is what I'm looking for. I know how the damn lighting works, I just can't find it in the source. I want to make a portable light source. This is what I've been trying to say. >_>
  3. @TimeBomb: > AFAIK there is no lighting, or at least real lighting, because Eclipse uses DX7, not DX8\. DX7 doesn't support lighting, but DX8 does. I know it isn't REAL lighting, silly. That's why I want to know how to handle the lighting. It's carried via alpha or color channel somehow. I just dunno which one or if it's direct on the map or a top layer.
  4. Hey guys, finally got another copy of VB6 and I want my first edit to be a lighting mod. Was wondering what's the include for lighting effects, and how are they handled? i.e., is there a new layer for lighting? Or is the alpha/color of the tiles changed via palette on the light tilemap? I'm wanting to code some sort of moveable light. Shouldn't be hard (I'm thinking) once I get to the lighting handler.
  5. @YamYam: > Rather not, I doubt my boyfriend agrees ;) I was joking, of course. But sincerely, thank you for the compile. I don't have VB6, I'm a C/C++ guy. :3 I really doubt it would do much if I passed this source through Borland, hahaha.
  6. @YamYam: > @EdSabbath: > > > Damn that was fast : O > > > > What do you reccomend compiling with once the source is edited? > > You NEED Visual Basic 6 Proffessional or Enterprise, anything else doesn't work. :) > > OR if you don't use any other source mods.. here's the compiled version attached :) Oh my god. Marry me, you amazing person you. ; )
  7. @Temeez: > In what file does that code go? :embarrassed: modGameLogic.bas It's the logic for the game (pretty obviously :P)
  8. Damn that was fast : O What do you reccomend compiling with once the source is edited?
  9. I am in desperate need of help. I'm tired of players running into each other and not being able to move. Makes it impossible to make narrow maps! I know that if they run through each other, PKing is near impossible, but that's OK because there is no PKing in my game. So how do I shut off collisions between player characters?
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