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Light sources


GrimReaperReborn
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I read this topic and found out how to make day and night cycles with the use of the map overlay and fog.

http://www.touchofdeathforums.com/community/index.php?/topic/131521-rgb-afternoon-or-autumn/

My question is, how does one place a circular aura of light around either a player or a specific MapX and MapY? Could this be done by rendering a white glowy texture or would the fog/map overlay just make that aura darker or even unnoticeable?
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Either way is going to require some coding by yourself to get the desired result. As it currently stands the only "lighting" system in eclipse is the rgb map overlay.

I have a particle system from another engine which could be implemented into the mapping system so that you could place specific particle effects as you would normally tiles. The other option as you mentioned would be a static image that would be rendered over a specific map coordinate. Perhaps you could create an animated map tile and use it that way?
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I am capable of programming it but I am away from home at the moment and am unable to look through the code. Would placing a texture over a specific map coordinate be affected by the map overlay? Also, would the light texture with some opacity create the desired effect of a light source?

Thanks for the response. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
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> I am capable of programming it but I am away from home at the moment and am unable to look through the code. Would placing a texture over a specific map coordinate be affected by the map overlay? Also, would the light texture with some opacity create the desired effect of a light source?
>
> Thanks for the response. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

Well just simply drawing layer over layer will overlap yes, thats why the only lighting you will see at the moment on eclipse is a basic tile based simulated lighting, which is essentially a clever use of the rgb overlay.
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