sprites ....

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sprites ....

Postby boblishman » Fri Oct 30, 2009 7:09 am

I have a problem with my wall lamp flare sprites....

I need to make the flare not disappear into the wall where the lamp is sitting ... :(

myflare.jpg
myflare.jpg (137.6 KiB) Viewed 3330 times


myflare2.jpg
myflare2.jpg (123.02 KiB) Viewed 3328 times


it just looks wrong ... :cry:

Now, Cyan's flares don't do this ... check out the lamp flares in the entrance to the lecture hall in the Neigbourhood ....

CyanFlare.jpg
CyanFlare.jpg (126.29 KiB) Viewed 3330 times


this is the effect I want ... does anyone have any ideas on how this is done? (Alcscript ... flags?)
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: sprites ....

Postby boblishman » Fri Oct 30, 2009 8:15 am

btw, my sprite currently uses these properties (only) .....

myspriteprops.jpg
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when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: sprites ....

Postby Jojon » Fri Oct 30, 2009 4:39 pm

The lecture hall foyer sprites *are* actually clipped by the wall, for me.
It is, as far as I can tell, just that the colliders prevent you from entering the niches and get close enough to the wall to notice.

The only things I can suggest, which do not really help. would be to increase the centre-to-plane distance, to prevent the clipping with the lightfitting and to give the sprite the flag:

Code: Select all
Sprite_object:
    visual:
        icicle:
          - noshadow


..to prevent the avatar shadow from being cast upon it - same with any lumiescent material, I suppose.

( EDIT: Just swapped a preposition for another :P )
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Re: sprites ....

Postby Nadnerb » Fri Oct 30, 2009 7:29 pm

You can set the material to nozread so that it will not be occluded by anything, and then add a fadeopacitymod so that the object will vanish if any visible objects cross the ray between it's object center and the camera. Note that you will need to use a separate material for each fadeopacitymod, since it apparently affects the layer opacity, rather than the object itself.
Image
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Re: sprites ....

Postby boblishman » Fri Oct 30, 2009 7:50 pm

thanks for the reply Nadnerb ....

err... exactly how do I " set the material to nozread " .... and how do I "add a fadeopacitymod " .... ? ... :shock:
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: sprites ....

Postby Jojon » Fri Oct 30, 2009 9:48 pm

I believed myself recalling that nozread is assigned to either ZTransp or ZOffs, but that must have been something else, because I tried those before my previous post and neither of them seemed to have the desired effect...
Hopefully Nadnerb is typing up a tutorial right now. :9

EDIT: Setting NoZRead using prpshop did the job, at least - now we just need that faceopacitymod. :7
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Re: sprites ....

Postby boblishman » Thu Nov 05, 2009 5:24 am

sorry to bump this ... but is there any news ?
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: sprites ....

Postby D'Lanor » Thu Nov 05, 2009 5:15 pm

One thing I noticed about the material layer of the flare in the Neighborhood Common Room is that it has MiscFlags="0x00008000", which is the kMiscRestartPassHere flag. In PyPRP you can set this flag by pressing the material button "Hard" under "Map To" (this will also set the flag kMiscBindNext which I don't think we need here). I strongly doubt this has the desired effect but you never know...

I still think the answer is somewhere in one of these wiki pages: Drawable_Flags or Managing_Transparent_Objects.
"It is in self-limitation that a master first shows himself." - Goethe
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Re: sprites ....

Postby D'Lanor » Thu Nov 05, 2009 7:07 pm

After studying the egg room I believe Cyan uses a trick. Their sprites probably disappear into the wall as well. However, you do not see it because the wall is the same color and brighter than the sprite at the point where it goes into the wall. Note that the sprites for these wall lamps are rather small.
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