User Tag List

Results 1 to 8 of 8

Thread: Adjusting Transparency, Reflections

  1. #1
    Octorok Linkus's Avatar
    Join Date
    Oct 2006
    Age
    34
    Posts
    181
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,182
    Level
    11
    vBActivity - Bars
    Lv. Percent
    77.95%

    Adjusting Transparency, Reflections

    It's rather a simple suggestion: adjusting the transparency values for layers. For example, 85% transparency allows to barely see an object behind another object you can clearly see, but the object you barely can see can be picked up by Link. Catch my drift?

    Secondly, it's probably possible by script(and suggested a few other times), but a "Link/NPC Reflection" and "Reflective Water" combo would be nice to have when you want to have a more realistic experience. It would look pretty cool, also.

  2. #2
    Octorok Hot Water Music's Avatar
    Join Date
    Dec 2002
    Age
    34
    Posts
    215
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,396
    Level
    12
    vBActivity - Bars
    Lv. Percent
    67.71%

    Re: Adjusting Transparency, Reflections

    alpha control.

  3. #3
    Gibdo beefster09's Avatar
    Join Date
    Mar 2006
    Age
    31
    Posts
    699
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    2,710
    Level
    16
    vBActivity - Bars
    Lv. Percent
    97.39%

    Re: Adjusting Transparency, Reflections

    I may not know about allegro or C++, but I bet the transparency table isn't extensive enough for that. It could instead use the "lazy" transparency mixer where it just averages the RGB values or something. Even then, the color capacity is too low to really make a difference.
    Avatar: Just who the SPAAAACE do you think I am?

  4. #4
    Robots in Disguise
    ZC Developer
    Dark Nation's Avatar
    Join Date
    Mar 2000
    Posts
    5,401
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,658
    Level
    26
    vBActivity - Bars
    Lv. Percent
    61.75%

    Re: Adjusting Transparency, Reflections

    That's exactly what happens. Every time the palette changes, a transparency lookup table is created. This table contains 65536 (256x256) entries. When a transparent color is needed, the first color is found in the rows while the second color is found in the columns. The color listed in the entry where those 2 colors meet is the color from the current palette (of 256 colors) to use. The table creation is pretty fast right now. However, to do what you are wanting, the table would have to be 256 times as large as it is now, and take 256 times as long to create. Basically, this would cause a very noticeable delay anytime the palette changes (and the transparency table is recalculated). This happens when a dmap changes or whenever a color cycle occurs.

  5. #5
    Octorok Hot Water Music's Avatar
    Join Date
    Dec 2002
    Age
    34
    Posts
    215
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,396
    Level
    12
    vBActivity - Bars
    Lv. Percent
    67.71%

    Re: Adjusting Transparency, Reflections

    wait, so how do I make a more blended color that's correct to what the transparancy should be?

    sometimes when I have like a dark color overlayed to make a night-time effect, a color turns to something it shouldn't.

    ex: brown with black overlay = grey?

  6. #6
    Wizrobe Pineconn's Avatar
    Join Date
    Jun 2005
    Location
    Columbus, OH
    Age
    32
    Posts
    4,350
    Mentioned
    6 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    10,480
    Level
    30
    vBActivity - Bars
    Lv. Percent
    41.96%

    Re: Adjusting Transparency, Reflections

    Ah, so this is why ZQuest looks wrong when you display a transparent object. (Of course, when I press 'B', it fixes.) That makes total sense now.
    My quests:
    End of Time - First quest, uses classic graphics (Help/discussion thread)
    Link to the Heavens - Second quest, uses Pure tileset (YouTube LP | Help/discussion thread)
    End of Time DX - Remake of my first quest (YouTube LP | Help/discussion thread)

  7. #7
    Octorok Linkus's Avatar
    Join Date
    Oct 2006
    Age
    34
    Posts
    181
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,182
    Level
    11
    vBActivity - Bars
    Lv. Percent
    77.95%

    Re: Adjusting Transparency, Reflections

    Hot Water brings up a good question: why does the lookup table use odd colors?

    For example:

    Image without the transparent overlaying foliage--


    Image with overlaying foliage--

    (Images shot in ZC211 b12d)
    Despite the transparent water, why are the green-yellow leaves on a tree turn to a white-gray color? Could the intensity of transparency in the screen too much for the lookup table?

  8. #8
    Wizrobe *b*'s Avatar
    Join Date
    Jul 2001
    Location
    The World
    Age
    37
    Posts
    4,491
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,204
    Level
    25
    vBActivity - Bars
    Lv. Percent
    93.55%

    Re: Adjusting Transparency, Reflections

    I know this is majorly off topic here, but holy fucking hell, Linkus. You've sure come quite a long way since you first came to ZC... I'm jealous. Seriously

    Back on topic, what about a 3-level scale? 25%, 50%, and 75% transparency. If I'm right, 25% and a 75% transparent layers could be stacked to make a layer that should be close to 85% transparency

    Hell, with those three levels, we could also enhance the way we do glowing and shadows to make them look more realistic

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social