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 Post subject: A smooth transition ...
PostPosted: Mon Sep 21, 2009 2:57 pm 
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... between day and night. How to do that? I tried changing the night tile and thought it could be done this way but it doesn't let me change it ~~ it's stubbornly taking the same tile everytime...

So is there any way to do this without that night tile?
Or how do I get a really clean animation between day and night?


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PostPosted: Mon Sep 21, 2009 6:41 pm 
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What engine are you using?

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Mon Sep 21, 2009 11:02 pm 
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I use my own engine, based on Elysium Debugged...


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PostPosted: Mon Sep 21, 2009 11:25 pm 
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Inuyasha22 wrote:
I use my own engine, based on Elysium Debugged...


So, you're using the old night code?

No way to get a decent transition in.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Mon Sep 21, 2009 11:39 pm 
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Unless you do a DX8 hybrid or maybe Direct3D7 can do transparencies?

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PostPosted: Mon Sep 21, 2009 11:59 pm 
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So DirectX8 could do that? Is that right?


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PostPosted: Tue Sep 22, 2009 12:31 am 
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With DX8 you could draw a rectangle over the screen that's slightly transparent to change the color of the map possibly and when changing you just fade the rectangle out so it becomes invisible, changing night into day.

I may write a tutorial for it.

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PostPosted: Tue Sep 22, 2009 1:03 pm 
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I_I' But in my moddirectX there's some method called DD_Backbuffer.drawbox and DD_backbuffer.setfillstyle ...
Why don't they work? I put them into the Sub Night while commenting out the usual way of blitting the night tile...

Then it doesn't do anything, even if that drawn box should be filled pure black I__I
That's if I set the fillstyle to transparent of course...


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PostPosted: Tue Sep 22, 2009 4:58 pm 
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DX7 doesn't support transparency...unless you do alpha blending.

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PostPosted: Tue Sep 22, 2009 5:21 pm 
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DirectDraw7 doesn't support alpha blending.

Do a DD and D3D hybrid and it works fine.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Tue Sep 22, 2009 5:28 pm 
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If it doesn't support transparency, how comes that with that night tutorial (with that blue bmp) creates a blue overlay instead of a completely blue screen?


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PostPosted: Tue Sep 22, 2009 5:34 pm 
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It uses a horrrrible method. Brings me from 32 to 2 FPS on an ED2 game I used to play.

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Nean wrote:
Yes harold. Give it to me.

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PostPosted: Tue Sep 22, 2009 5:41 pm 
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Some people don't quittteee understand what hes getting at :P
are you aiming to have it transition over a few seconds or have it gradually get darker as time goes on?


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PostPosted: Tue Sep 22, 2009 5:43 pm 
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I think he wants it to fade in to dark then out to light when day / night comes in...

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PostPosted: Tue Sep 22, 2009 5:49 pm 
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GIAKEN wrote:
It uses a horrrrible method. Brings me from 32 to 2 FPS on an ED2 game I used to play.


If you use an image to blend, yes. You take a severe fps hit. If you blend a blue box you draw with directdraw, you only take a few fps hit.


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PostPosted: Tue Sep 22, 2009 6:30 pm 
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It's got that horribly GetDC code.

You could edit that to alpha blend, but it's sooo much quicker to do a D3D overlay.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Tue Sep 22, 2009 9:30 pm 
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Robin wrote:
It's got that horribly GetDC code.

You could edit that to alpha blend, but it's sooo much quicker to do a D3D overlay.


oO' How do I express this in VB?


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