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creating rain?

 
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shinjuji
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Joined: 29 Oct 2004
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PostPosted: Mon Nov 15, 2004 12:37 am    Post subject: creating rain? Reply with quote

Is there a way how you can create rain in ohr and even better with night time on a certain map please if you can help me reply.

P.S if you could set it out simple with your reply that would be appreciated so very much!
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Gizmog1
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PostPosted: Mon Nov 15, 2004 12:45 am    Post subject: Reply with quote

Animated maptiles do great for rain. And for a night map, just use some palette modifying things to darken it. Usually you want to keep things a bit bluer, so I'd subtract 50 red, 50 green, and 30 blue, and see how that works out. I'm not gonna tell you the actual commands involved, just look them up in the plotscripting dictionary. Loadtileset would help with Rain, though.
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Setu_Firestorm
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Joined: 26 Mar 2003
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PostPosted: Mon Nov 15, 2004 6:18 am    Post subject: Reply with quote

I did that for the second episode of Hoshima way back in the O:OHR days.

All I did was created two tile animations for the set, set them to the same tile range, and just chose a different number of ticks between the animations and randomly, on the map, chose which animation to play on which tile.

It works like a charm.
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shinjuji
Mmmm...Food in a dirty PokeBall...




Joined: 29 Oct 2004
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PostPosted: Mon Nov 15, 2004 4:47 pm    Post subject: Reply with quote

unfortuantley I'm not much good with plot scripts I think i might understand but seriously doubt it because this plays a big part in my game so if someone has any time to write a smll step by step tutorial for me that would be so helpful (offcourse you will be credited)
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Moogle1
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PostPosted: Mon Nov 15, 2004 4:51 pm    Post subject: Reply with quote

These solutions mention no plotscripting. It's basic tile animation.
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Ysoft_Entertainment
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PostPosted: Fri Nov 19, 2004 8:20 pm    Post subject: Reply with quote

you want a rain effect, make the rain using npc, current ohr version lets you put the npcs overhead, and just make the npcs go down or whatever,

Warning: this method will slow the game really bad.

otherwise the you would have to drop the rain effect
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RedMaverickZero
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PostPosted: Fri Nov 19, 2004 8:56 pm    Post subject: Reply with quote

The animations effect would be good but there is one bad thing about that. You only get two animations per tileset. So you'd be using that all up to make something neat. In fact, I think I might actually have to try the whole rain effect in my current game.
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RPGCreations
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Joined: 18 May 2003
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PostPosted: Sat Nov 20, 2004 12:13 pm    Post subject: Reply with quote

I tried a rain effect in Jade with NPCs, and god did it ever slow down the framerate. Unless you can make it work really well by manipulation tiles and hero pictures, I'd drop it.

Then again, I never did try to do any culling..
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Setu_Firestorm
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PostPosted: Mon Nov 22, 2004 12:43 pm    Post subject: Reply with quote

Actually, Fyre, if you do rain via tileset animations, it shouldn't slow it down. I imagine it WOULD if you plotscripted it.
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msw188




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PostPosted: Tue Nov 23, 2004 12:07 pm    Post subject: Reply with quote

I think that there may be a problem with rain using tile animations. That is that heroes and NPCs would be drawn over the rain, which I could imagine might make things look very strange. I suppose to avoid the lag of creating all the rain npcs, you could have a script that calls rain. In this script would be a command to change all npc/hero graphics to ones that have the moving rain in their animation, as well as changing the tileset to the proper animations.

PS: Actually as I think about it, this will mean that the rain will move around the heros/npcs only when they are moving. You could have the script continuously be altering npc/hero frames, but would this be any quicker than covering the map entirely with NPCs? I don't know how this sort of thing works. And, the heros/npcs would do the walking in place thing.
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PostPosted: Wed Nov 24, 2004 1:42 am    Post subject: Reply with quote

Actually, I happened to be thinking about this a couple of weeks back.

Firstly, using lots of tile animations does add lag, I've found. I may not be noticable by itself, but if you have a buncha scripts running as well, it does compound a bit.

Next, there is almost NOTHING slower than covering your whole map with npcs. Very, very bad idea. If you need animation of that scale, always use tiles or backdrops instead.

Yes, you could change the hero walkabout graphics, but it doesn't solve much. I think the best effect you could get (assuming no catepillar party) would be to use animated tiles to create a rain effect, and also to have anitmated rain npcs over top of the hero alone, blending in perfectly with the tiles. You would only need 2 npcs (animated with a script of course) if theres only one hero, one where it is currently standing/tile it's leaving, and one directly in front of it/tile entering. You could use one npc if it still lines up with the rain in the tiles when you move it sideways or up or down 4 pixels (Or 5 if thats the walking speed).

But I'm afraid this won't work for npcs. Maybe if you only have stationary npcs with animated rain on them on the map.
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