You should check it out in game cause some of it is lost in screenshots but yeah this is all done with programmer art so with real art it could be better :P #1 - The scorch mark - If we can make a better scorch mark than i did, we can replace it. If it looks ok as is, that's fine. If you replace that file with your own scorch image, you can see it in game and see if it's any better or not. If anyone comes up with anything better feel free to check it in!! (: The file is Art\Models\Overworld\scorch.png #2 - The lightning bolt - i dont know what we should do about the lightning bolt. If we created a 3d model that was just lightning shaped and all white (or "lightning colored" whatever that is) that may work well enough. The file is Art\Models\Overworld\Lightningbolt.ms3d #3 - The lighting effect from the lighting - So its kind of weird how this works, but the lighting is actually controlled by a 2d image and it uses the decal code. It applies the decal to anything within a certain area of the lightning bolt which is how the scorch mark decal works, but it applies it ADDITIVELY, so it's like applying a lightmap to everything and it makes it look lit up. The current image i'm using doesn't seem like its the best it could be. For instance instead of a gradual fade out of the light, it has an abrupt edge, and overall just doesnt have the "feel" of good light. If the texture is updated that can be totally fixed though. The file is Art\Models\Overworld\lightningboltlight.png Also, not sure what you want to do with this stuff Katie so if you want to make up tasks for these things you can. Or if you or anyone else has any feedback about the effect or ideas to make it better or more appropriate let me know! On Sat, May 8, 2010 at 12:22 PM, Apache User <dhapache@xxxxxxxxxxxxxxxxxxx>wrote: > User:atrix256 > > Message: Editor fix - There was a problem with selecting models in the > editor thats fixed now. made it real annoying to try to select models. > > LIGHTNING SPELL!!! > > Fire up the game and check it out... you can press 1 or click the lightning > icon, then click where you want the spell to be cast. > > It draws a crappy lightning bolt, does a lighting effect, plays a thunder > sound effect, and then leaves a scorch mark when it's done. > > Screenshots coming in a sec > > <Files Changed> > U ActRaiser/ARRelease.exe > A ActRaiser/Art/Models/Overworld/Lightningbolt.ms3d > A ActRaiser/Art/Models/Overworld/WizardTower.ms3d > A ActRaiser/Art/Models/Overworld/lightningbolt.png > A ActRaiser/Art/Models/Overworld/lightningboltlight.png > A ActRaiser/Art/Models/Overworld/scorch.png > A ActRaiser/Audio/Music/Town1_01 draft.mp3 > A ActRaiser/Audio/Music/pi-di banjo jh.ogg > A ActRaiser/Audio/Sound/thunder.wav > U ActRaiser/Scripts/GameOverworld/Level1/index_geometry.lua > A ActRaiser/Scripts/GameOverworld/PlayerSpell_Lightning.lua > U ActRaiser/Scripts/GameOverworld/UI.lua > U ActRaiser/Shaders/Decal.fx > A ActRaiser/Shaders/DecalAdditive.fx > A ActRaiser/Shaders/DecalNoHeightCheck.fx > U Code/ARRelease.exe > U Code/AR_AnimModels.cpp > U Code/AR_AnimModels.h > U Code/AR_EditorUI.cpp > U Code/AR_LuaFuncs.cpp > U Code/AR_OctTree.cpp > U Code/Docs/Script Help/Decal_Create.html > A Code/Docs/Script Help/Decal_SetShader.html > A Code/Docs/Script Help/Input_RegisterMouseClick.html > U Code/Docs/Script Help/toc.html > U Code/LowLevel.cpp > U Code/LowLevel.h > U Code/ShaderManager.cpp > U Code/ShaderManager.h > U PirateDice/ARRelease.exe > > > ============================== > Project 1 Dev mailing list > to unsubscribe, please send an email request to demofox@xxxxxxxxxxx > Project 1 website: http://project1.demofox.org > Project 1 SVN repository: http://pyotek.com/project1 >
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