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DirectX8 + Alpha Channels
#20
Jonny9797 Wrote:I myself have spent the last week working with DirectX 8 and am almost finished converting my engine.

Since you (Robin and Spodi) have done so already, I have a few questions if you don't mind:

- Why you you have D3DRS_LIGHTING turned on in that screenshot? I was under the impression that is was useless in a simulated 2D world.
- Did you code in any kind of night or lighting system? I am having trouble figuring out the best way to do it. Multi-texturing sounds good, but it forces the lights to line up with and be the size of a tile, does it not? However, when I alphablend light in random places, I have trouble figuring out how to darken the rest of the tiles (darkening the vertex colors doesn't seem to work).
- How do you directly edit the alpha channel of individual pixels in Photoshop? I have looked and searched and googled and I can't figure it out.

Thanks in advance.

I have no experience in DX8 at all.

I literally spent 3 hours converting the other day because I wanted to work with those tiles I have, which are full of alpha channels.

I was basically just ripping out parts of the old DX8 engine Kenko and I worked on for NarutoRealm. Luckily I'm a fast learner, and I know how to do things with it now.

Haven't done a lighting system yet, although I probably will do, as I'm currently in talks with Rory to implement a Harvest Moon style farming system.

Here's a screenshot of the opacity tool:
http://img222.imageshack.us/img222/1231/...lolbk7.png
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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