• What are you working on? v15
    5,001 replies, posted
And then he said, LET THERE BE LIGHT [img]http://img143.imageshack.us/img143/5994/untitlebd.png[/img]
-snop, it's probably temporary-
[QUOTE=Richy19;27192513]And then he said, LET THERE BE LIGHT [img_thumb]http://img816.imageshack.us/img816/5994/untitlebd.png[/img_thumb][/QUOTE] Am I right that you are drawing sprites into the alpha map there? And if so, please use blurred out circles which would look alot better ;)
Judging from the quickie AA outlined edges it's probably just a quick circle.
[QUOTE=s0ul0r;27192581]Am I right that you are drawing sprites into the alpha map there? And if so, please use blurred out circles which would look alot better ;)[/QUOTE] This is the method im using [url]http://www.sgtconker.com/2009/10/simply-rendertargetsplaceholder/[/url] So as i understand it it just adds black onto the image and transparency where the white is (which in my case is a white circle where the flame is) i see what you mean tho theres a small outline around the circle, but I dont know how to get rid of il, the circle is a complete white circle
Use a circle which fades nicely from black to white.
[QUOTE=Richy19;27192669]the circle is a complete white circle[/QUOTE] Don't use a hard-edged white circle, use a blurred one.
Guys, isn't that what I just said in the first place?....
I was first but I snipped it because I thought it was temporary :(
[QUOTE=Combino;27182812]Looks cool, but I'm a little concerned about the similarities between the table syntax and the function syntax. Also how are you going to declare parameters? (might I suggest syntax involving '->', I'm quite fond of that)[/QUOTE] You can shorthand a function declaration with no parameters as just f={...};, otherwise it's f(p1,p2,...)={...};. And you can have multiple functions with the same identifier but different parameter counts: [img]http://ahb.me/1mF1[/img] I'll save the -> for something better
Going through netcraft for PHP+x86 servers to have fun with the new Magic Number.
[QUOTE=Wyzard;27192691]Don't use a hard-edged white circle, use a blurred one.[/QUOTE] If i use a graded circle (from transparent to white) instead of a full white circle i get this [img]http://img28.imageshack.us/img28/5994/untitlebd.png[/img]
Does it go from (in RGBA) 0x00000000 to 0xFFFFFFFF or 0xFFFFFF00 to 0xFFFFFFFF? The former will be semi-transparent grey in the middle.
[URL]http://stackoverflow.com/questions/2656835/xna-alpha-blending-to-make-part-of-a-texture-transparent[/URL] the answer describes how to mask a texture using the alpha channel. You just have to draw a black and white image in there (Or gradients as in your case) - Draw scene - Set render target - Draw the whole screen black - Draw your mask into the alpha channel (With all your gradient circles just being black and white) - Reset the render target to null - Resolve the texture of the rendertarget and draw it with like 0.5 opacity - Draw the hud
You need to set Sprite Blend Mode to Alpha Blend... I can't remember the exact code...
device.RenderState.AlphaBlendEnable = true;
Guys are you talking about the slight dark edge around the light circles? or the fact the light doesnt fade as it gets far away from the fire? I think XNA is loading the image and something it or something because as it is now it shouldnt have that outline if its loading the image as it should be
That's why I said use the rendertarget, what I described was basically to render the whole screen black, and then you mask out the circles by drawing in the alpha channel. After you're done drawing to the rendertarget (Created the black mask, imagine it as a stencil) You draw that over the scene.
[QUOTE=s0ul0r;27193486]That's why I said use the rendertarget, what I described was basically to render the whole screen black, and then you mask out the circles by drawing in the alpha channel. After you're done drawing to the rendertarget (Created the black mask, imagine it as a stencil) You draw that over the scene.[/QUOTE] Thats what i doing, it draws a black screen onto a render target then draws a white image where the light should be, then turns the white into alpha and draws it on top of the game
[QUOTE=Ortzinator;27189451]Looks cool. It will be interesting to see how you make it deal with terrain and natural landmarks. I think your cities should have more a "center", since cities start out small and grow outward over time.[/QUOTE] They do, it just wasn't apparent because of building size: [media]http://dl.dropbox.com/u/3310651/Zombie/center.png[/media] For terrain, I'll just adjust the height of the intersections and flatten where buildings are. For stuff like water and lake, probably will just remove the intersecting blocks or adjust them some way. Bridges would be fun though. And I still gotta find a nice way to generate those natural things.
I'm working on a packaging system for files. It won't have any encryption or anything because...I see no reason for it.
[QUOTE=geel9;27194780]I'm working on a packaging system for files. It won't have any encryption or anything because...I can't.[/QUOTE] It's ok.
[QUOTE=geel9;27194780]I'm working on a packaging system for files. It won't have any encryption or anything because...I see no reason for it.[/QUOTE] Same thing here. Entirely written in Python 3.1.3 and only using standard libraries.
[QUOTE=geel9;27194780]I'm working on a packaging system for files. It won't have any encryption or anything because...I see no reason for it.[/QUOTE] And what you use will you have for it except "replace a single huge file at any minor change" ?
[QUOTE=Xeon06;27193543]They do, it just wasn't apparent because of building size: [media]http://dl.dropbox.com/u/3310651/Zombie/center.png[/media] For terrain, I'll just adjust the height of the intersections and flatten where buildings are. For stuff like water and lake, probably will just remove the intersecting blocks or adjust them some way. Bridges would be fun though. And I still gotta find a nice way to generate those natural things.[/QUOTE] I see it now. I think the main roads should be wider though.
Thanks compwhizii
[QUOTE=PiXeN;27195419]And what you use will you have for it except "replace a single huge file at any minor change" ?[/QUOTE] It also happens to be a readable PNG, giving off a pleasing visual representation of the files contained.
[QUOTE=HubmaN;27195539]It also happens to be a readable PNG, giving off a pleasing visual representation of the files contained.[/QUOTE] holy shit
[QUOTE=HubmaN;27195539]It also happens to be a readable PNG, giving off a pleasing visual representation of the files contained.[/QUOTE] Why not? Just use PNG chunks for the file :science:
that's the point
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