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PostPosted: Tue Nov 06, 2007 3:51 pm 
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T-Rex Killer
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Nick3069 wrote:
Oh, It's the night. did you do it so it's the night by default or with testscenenight thing?

It's a fog and ambient lighting effect, but right now I have to minimize Tres and restore it to have the fog color. Hoping to figure out what format the ATXconfig uses for color codes, so far I have no idea...
Code:
DefaultGameFogColor=0x00D7E6FF
Photoshop doesn't seem to generate this kind of color code.. I'm gonna take a really wild guess and say it's in hex, which I don't know how to produce.

machf wrote:
Hmmm, are those dots supposed to be stars? Let's see where (and when) that night sky belongs to, then... (or is that the "particle rain"?)

Heh, looks kinda like stars doesn't it. It wouldn't if there was motion blur applied, I suppose. It is in fact particle rain, and I'm still hoping BR can tell me how to make the particles have length and not just be perfect triangles. If not, though, this is what it will look like, keepin in mind that this image doesn't show how fast they go.. Oh and, as for rain inside 'structures', turns out that's not really a problem, I suppose the particles just barely ever come that close to the player, anyway..

Quote:
Let me know when the actual level is finally released...

Lol, you'll know. :yum: This thing seems to generate more work for itself all the time, the rain has taken 4 hours or so on its own already.. lots and loooots of trial and error.

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PostPosted: Tue Nov 06, 2007 5:28 pm 
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T-Rex Killer
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Draconisaurus wrote:
Nick3069 wrote:
Oh, It's the night. did you do it so it's the night by default or with testscenenight thing?

It's a fog and ambient lighting effect, but right now I have to minimize Tres and restore it to have the fog color.


I wonder if it's an early Direct3D glitch... the original Carnivores has a similar problem with fog and D3D (and not with 3dfx Glide).

Draconisaurus wrote:
Hoping to figure out what format the ATXconfig uses for color codes, so far I have no idea...
Code:
DefaultGameFogColor=0x00D7E6FF
Photoshop doesn't seem to generate this kind of color code.. I'm gonna take a really wild guess and say it's in hex, which I don't know how to produce.


It's either RGBA or AGBR - possibly the latter? That would give Alpha=0, Blue=0xD7 (215), Green=0xE6 (230) and Red=0xFF (255). Nothing difficult at all... (of course, it could be just 0RGB - better ask Big Red)

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Tue Nov 06, 2007 11:30 pm 
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T-Rex Killer
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machf wrote:
I wonder if it's an early Direct3D glitch... the original Carnivores has a similar problem with fog and D3D (and not with 3dfx Glide).

Hmmmmm, interesting. Makes sense..

Quote:
Draconisaurus wrote:
Hoping to figure out what format the ATXconfig uses for color codes, so far I have no idea...
Code:
DefaultGameFogColor=0x00D7E6FF
Photoshop doesn't seem to generate this kind of color code.. I'm gonna take a really wild guess and say it's in hex, which I don't know how to produce.

It's either RGBA or AGBR - possibly the latter? That would give Alpha=0, Blue=0xD7 (215), Green=0xE6 (230) and Red=0xFF (255). Nothing difficult at all... (of course, it could be just 0RGB - better ask Big Red)

Eh? Hmmmm... ah well, I PMed him about it last night. Hopefully I'll get a response (note: I just checked and he's already read it, hopefully I'll get a response soon..). In the meantime.. you don't think there's a way to figure out the proper code? Currently I'm wanting the fog to be this color, but I could change it before release:
Code:
    int R = 0
    int G = 7
    int B = 86

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 Post subject:
PostPosted: Wed Nov 07, 2007 12:01 am 
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Velociraptor
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This of any use? http://en.wikipedia.org/wiki/List_of_colors

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PostPosted: Wed Nov 07, 2007 12:22 am 
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T-Rex Killer
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TheGuy wrote:

Ah, for a second I thought it might, but no, sorry. It's list doesn't even include the color I need, it seems.. (there are millions of them, after all, they can't all have names). My color's number (#) is 000756, which I can get from Photoshop. :?




EDIT: w000t!!!! T-Rex! :mrgreen:

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 Post subject:
PostPosted: Wed Nov 07, 2007 12:50 am 
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T-Rex Killer
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Draconisaurus wrote:
machf wrote:
It's either RGBA or AGBR - possibly the latter? That would give Alpha=0, Blue=0xD7 (215), Green=0xE6 (230) and Red=0xFF (255). Nothing difficult at all... (of course, it could be just 0RGB - better ask Big Red)

Eh? Hmmmm... ah well, I PMed him about it last night. Hopefully I'll get a response (note: I just checked and he's already read it, hopefully I'll get a response soon..). In the meantime.. you don't think there's a way to figure out the proper code? Currently I'm wanting the fog to be this color, but I could change it before release:
Code:
    int R = 0
    int G = 7
    int B = 86


Trial and error: if 00000080 gives you a blue-colored fog, then it means the format is 0RGB, if it gives you a red-colored fog, then it's ABGR.

For a 0RGB order, your desired value would be 00000756; for an ABGR one, it would be 00560700.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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 Post subject:
PostPosted: Wed Nov 07, 2007 2:26 am 
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T-Rex Killer
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machf wrote:
Draconisaurus wrote:
machf wrote:
It's either RGBA or AGBR - possibly the latter? That would give Alpha=0, Blue=0xD7 (215), Green=0xE6 (230) and Red=0xFF (255). Nothing difficult at all... (of course, it could be just 0RGB - better ask Big Red)

Eh? Hmmmm... ah well, I PMed him about it last night. Hopefully I'll get a response (note: I just checked and he's already read it, hopefully I'll get a response soon..). In the meantime.. you don't think there's a way to figure out the proper code? Currently I'm wanting the fog to be this color, but I could change it before release:
Code:
    int R = 0
    int G = 7
    int B = 86


Trial and error: if 00000080 gives you a blue-colored fog, then it means the format is 0RGB, if it gives you a red-colored fog, then it's ABGR.

For a 0RGB order, your desired value would be 00000756; for an ABGR one, it would be 00560700.

Awesome. Got it working, thanks. 8)
Code:
[FogSettings]
DefaultGameFogColor=0x00000756

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 Post subject:
PostPosted: Wed Nov 07, 2007 3:16 am 
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T-Rex Killer
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So, it's 0RGB, then (no alpha, just a couple of leading zeroes to make the 24-bit RGB value a 32-bit one).

Just wondering... is that ATX setting global, or can it be specified for different levels?

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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 Post subject:
PostPosted: Wed Nov 07, 2007 3:48 am 
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T-Rex Killer
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This one is global. Unfortunately, I don't think BR has made it possible yet to set fog for certain levels (same goes for particle rain settings, though there is a default file separate from the ATXconfig at least). Perhaps that will be a feature of later releases...

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 Post subject:
PostPosted: Thu Nov 08, 2007 8:23 pm 
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T-Rex Killer
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 Post subject:
PostPosted: Thu Nov 08, 2007 8:36 pm 
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T-Rex Killer
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Shooting stars... nice!

(Yes, I know...)

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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 Post subject:
PostPosted: Sun Nov 11, 2007 3:48 am 
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Albertosaurus
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Gosh Machf, your so slow

(Sorry, had to do it :wink: )


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 Post subject:
PostPosted: Tue Dec 04, 2007 10:49 am 
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T-Rex Killer
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Image

http://dracoastreus.co.uk/levels/EastDockRelease.rar (123 MB)

Hold on to your Butts.

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 Post subject:
PostPosted: Tue Dec 04, 2007 2:03 pm 
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123MB? That's insane.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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 Post subject:
PostPosted: Tue Dec 04, 2007 3:07 pm 
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Finally!! I hope my computer doesn't crash :P :P

Downloading it at the moment... 1:30 hour remaining...

Quote:
123MB? That's insane.


:lol: :lol: :lol:


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