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Post by mdccxxvii on Mar 10, 2014 18:11:29 GMT
Regarding the issue of dynamic lighting, would it be possible to do DLE by coding a function rather than spriting a bunch more sprites? That's what I thought was going to happen based on the animation that llama posted earlier with the FO sprite, and the light source rotating around the character.
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Post by Lighterthief on Mar 10, 2014 18:23:52 GMT
Dynamic light is based on sprites. AmY created a (simplified)program based on a program that you can see here for us to test. I provided llama the four dynamic light sprites for the sample posted of the FO character.
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Post by mdccxxvii on Mar 10, 2014 20:48:17 GMT
Dynamic light is based on sprites. AmY created a (simplified)program based on a program that you can see here for us to test. I provided llama the four dynamic light sprites for the sample posted of the FO character. Woah, that program looks really good! I may just be missing something completely, but can't you take a base sprite, put it into a program which creates the necessary forms, and then do the lighting with AmY's program, or Sprite Lamp? What are the four sprites that you gave llama, and why couldn't a function create them (by lightening sprites within x pixels of the lightsource by y-x, where y is the brightness of the light)?
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Post by Lighterthief on Mar 10, 2014 20:58:59 GMT
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Post by mdccxxvii on Mar 10, 2014 23:05:37 GMT
Oh, I see then. Well that does complicate things... Good to know! I definitely didn't understand how this works It still looks super awesome, so I hope that somewhere down the road it can be made to work But basics first!!
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Post by iamallama on Mar 11, 2014 2:58:47 GMT
From those I was able to create a Normals sheet using Amy's program. Unity can map a normal to a sprite to create a 3d look. The reason a program can't do it is that the sprites themselves are 2d and flat with no dimension. If we used 3d models that just looked like 2d sprites (which is completely possible) then Unity would be able to map the light to the 3d model with no problem. You could map light based on distance alone to a 2d sprite, but you wouldn't have stuff like lighting around the edges of the face or under the chin. It would just be like using a radial gradient as a mask in any paint program. It then just looks like a flat image with no shading.
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zackery864
Soft-Shelled Crab
Posts: 19
FO Level Status: Rebirth
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Post by zackery864 on Mar 11, 2014 3:36:21 GMT
interesting maybe they could be used as buffs more defense agility damage maybe
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Acappella
Rock Crab
Level 120
Posts: 83
FO Level Status: Ascended
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Post by Acappella on Mar 11, 2014 14:12:20 GMT
This is what I was expecting to see. Are the side light sources from the side or top left and top right? To help make these shaded sprites could a program be made/used? I know there was a program for shading in old PS3K but I didn't understand how it worked. Some sort of auto black and white version, with auto shade for the whole sprite (left to right), (right to left), (lighten), (darken), that's presuming each has its own layer, then just a touch up after. Could artwork be done quicker? I hope this makes sense what Iv'e written, as I know the lumps and bumps wont be able to be auto shaded. Unless a single layer was made for an auto shade programme to work from it, you input where the lumps and bumps are, and from that the programme could adjust the shading automatically.
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Post by Lighterthief on Mar 11, 2014 15:21:23 GMT
From the left and right. I think the tool you are referring to in ps3k is the Grade tool, which would create a radial gradient. That would not be of any use with this though. An auto-linear gradient you are talking about would not save much time I'm afraid. As you can see from the four samples I posted they are nowhere near being a simple linear gradient from e.g. left to right. You'd be quicker starting from scratch and blocking in the big shadows and then go into detail. In my experience while testing anyway.
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Acappella
Rock Crab
Level 120
Posts: 83
FO Level Status: Ascended
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Post by Acappella on Mar 12, 2014 7:08:03 GMT
From the left and right. I think the tool you are referring to in ps3k is the Grade tool, which would create a radial gradient. That would not be of any use with this though. An auto-linear gradient you are talking about would not save much time I'm afraid. As you can see from the four samples I posted they are nowhere near being a simple linear gradient from e.g. left to right. You'd be quicker starting from scratch and blocking in the big shadows and then go into detail. In my experience while testing anyway. Yeah is there an auto black and white, which might help via copy and paste effort. Hopefully I'm just trying to come up with a few ideas, to make some of it a bit quicker, even if not just for you for others.
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