Scriptgesteuerte Transparenz möglich?

  • #2, by afrlmeMonday, 16. December 2013, 14:12 11 years ago
    not 100% understanding the translation bing gave me but...

    1. you can use lightmaps to control the character tint/brightness around each scene & you can also adjust the brightness for each scene too via the "set brightness" action part. you can also add backgrounds as object images. you would have to change out all of the objects & background to simulate it correctly I suppose?

    2. I don't understand the translation at all to be honest, apart from the first bit about rotating a dial to show an object that was previously hidden. but I don't understand exactly what you are asking here.

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  • #3, by afrlmeTuesday, 17. December 2013, 14:33 11 years ago
    yes you could control the brightness based on time using pause values or by creating an in game time measurement system or even by the players local time etc. there are various ways you could go about it.

    say you wanted to use an in game timing method where every 24 minutes is the equivalent to a whole day... what you would do is create a value to store the current hour & then using a pause value in a loop you would every minute have it run an if query to check current value & then determine if brightness should be decreased/increased by x & if the value should be increased or reset etc. this is just a rough explanation.

    I tend to use the object transparency myself for smoothly fading in/out objects instead of switching between 2 objects by setting a condition. do all of the objects become visible in the same place or in different locations? if it is all one object then you could add them all as a single animation & then control which frame should be displayed with 2 small lines of lua script inside of a function.

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  • #4, by afrlmeTuesday, 17. December 2013, 15:17 11 years ago
    Thanks for your reply and the hints. At this time, my questions are only theoretical. I have many ideas and wishes in my imagination. Before I start to develop the game itself, I want check the possible technology. Maybe I have to reduce my ideas... wink


    There is usually nearly always some workaround method that can be adopted to achieve whatever it is you are trying to do/create. Visionaire Studio is a very logical program (for the most part) so you just have to think how something might work & more often than not it will work.

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  • #5, by afrlmeTuesday, 17. December 2013, 17:10 11 years ago
    haha...
    it's just how I approach things.

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