Another Question - This one's a doozy!

A forum for discussing map making ideas and problems for the Myth series.
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:) Da Cid (: McCl
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Post by :) Da Cid (: McCl »

Is there a way, do you think, to have units get darker as they walk out of the light?

Or, to make it a little easier to understand:

Is there a way to change the colour of a unit using scripting only?

-TGP-
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haravikk
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Post by haravikk »

No, unless you wanted to add extra 'dark' sequences to the monster and use artifacts to do it.

The problem really is that Myth and Myth 2 have no lighting system, but instead a static image that defines shadowy areas, no way to do it really. It'd be a neat visual effect, but the work involved is quite high for a little nicety.

Not to say you shouldn't do it though, if you are willing to devote the extra time, and aren't already using artifacts with the units that will be walking in and out of shadowy areas.

Actually, it depends on the shadowy area, if you're restricting it to caves or indoor areas, you can actually use an object to do it. Basically you create on object that uses some dark, transparent texture (e.g Myth's built in smoke effect) and use the object tag to make it really huge. Then place these in the 'dark' area as scenery. They won't get in your way, and they darken everything underneath them (unless the player zooms right in, much like the fog effect).
I suppose you could technically do that for ordinary shadows as well, so long as you were careful not to overdo it.




Edited By haravikk on 1143416055
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Road
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Post by Road »

I think the key word with myth units was "Tinting". If I recall properly this is an amber/collection option that was maby ment to be effected by differant areas on the map. There may be a way in the script to alter a tint in an area since technically you could change collections for a unit after a "trigger". Personally it sounds like more work than its worth unless you intend for the units to go from above ground to underground halfway through the map.
I like Harraviks suggestions, thats pretty cleaver :D
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Point
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Post by Point »

tint can be set up in collection references...

so monster changing artifact or script would work that changed the monster...

the easiest way to achieve what you want though might be to a add a dark fog over the area you want and the units can pass thru it into the clear.
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Graydon
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Post by Graydon »

Unless it's for a cutscene, and the effects are purely FOR Aesthetics, then go with crefs & artis, cause it's all script anyway.

Neat idea. We did some shadows as hara explained on one of TFV levels for a big cave..... jacked up TSG's idea/object tag for the fog from 'Veil of Shadows'
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