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Old 11-04-2008, 11:41 PM
Inverness Inverness is offline
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Originally Posted by cbk1994 View Post
It might be possible to have a weapon script that edits the tilelayers on clientside, and sets the transparency. I might try that later.
Of course it is, but Rufus said in a way that doesn't lag like hell, meaning a hard-coded method would be preferred over anything scripted. A filter is easily done by script.

Ideally you would specify a layer as a filter layer and provide an image to do it, then you would specify which tiles the filter would be drawn over, like grass tiles and such. Then Graal would apply the filter only over tiles that are in the allowed list, that way doesn't cover things like houses and paths and you wouldn't have to treat the filter as if it was another tile layer by manually placing them over the grass and such.

Better layering support could really allow for some awesome effects.
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Old 11-05-2008, 05:53 PM
Rufus Rufus is offline
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Originally Posted by Inverness View Post
Ideally you would specify a layer as a filter layer and provide an image to do it, then you would specify which tiles the filter would be drawn over, like grass tiles and such. Then Graal would apply the filter only over tiles that are in the allowed list, that way doesn't cover things like houses and paths and you wouldn't have to treat the filter as if it was another tile layer by manually placing them over the grass and such.

Better layering support could really allow for some awesome effects.
You're correct and I must admit I didn't really think about it before I asked. There are tiles that are semi-grass semi-cliff, etc so applying a filter to tiles is not exactly suitable.
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Old 11-05-2008, 07:14 PM
Inverness Inverness is offline
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You're correct and I must admit I didn't really think about it before I asked. There are tiles that are semi-grass semi-cliff, etc so applying a filter to tiles is not exactly suitable.
Well in that case there would need to be a filter mask the same size as the tileset.
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