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Author Topic: How to illuminate a map evenly?  (Read 2725 times)

Offline Amoebka

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How to illuminate a map evenly?
« on: June 23, 2018, 07:04:41 am »
Hello once more.

I've finally "finished" my new alien base terrain, but a few ugly issues revealed themselves during the testing.

The main one is the inconsistent shading of tiles (see attached picture). Tiles that have no floor MCDs on top of them are lit better than the tiles "under the roof". Obviously, this is very undesirable for me since the base is underground, and no sun is supposed to create shadows there. I would rather all tiles were lit evenly, but I don't know how to force it. Is there an option to disable these shadows somewhere in rulesets? If not, I guess the "best" solution is to create a fake Z-level on top of every map block and fill it with floor tiles, but that sounds like an enourmous amount of work. Is it possible to add a level on top of the existing ones in MapView without having to completely remake the map? Are there any better ways?

I know there is a shade property for alien deployments that ranges between 0 (day) and 15 (night). Is there a reference table for how all the intermediate values affect X-Com's vision? Is everything below 15 purely cosmetical or does it reduce the vision range still?
« Last Edit: June 23, 2018, 07:06:14 am by Amoebka »

Offline FeruEnzeru[RETIRED/I QUIT]

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Re: How to illuminate a map evenly?
« Reply #1 on: June 23, 2018, 08:52:26 am »
Are those recolored TFTD tiles along with recolored tilesets with UFO94 palette?

Looks neat! :)

Offline Amoebka

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Re: How to illuminate a map evenly?
« Reply #2 on: June 23, 2018, 09:20:23 am »
Quote
Are those recolored TFTD tiles along with recolored tilesets with UFO94 palette?

Well, they aren't all just recolors. If you mean the crystal implanter thingy, I've redrawn the base to look more in-line with pink XCom1 tables.  :) But yes, I've compiled my own tileset, mostly comprised of edits, recolors and a few tftd redraws. The whole idea with this terrain is to bring the TFTD colony assault experience (4 realtime hours of trying to navigate a 60x60x4 maze  ::)) into XCom1.

Offline FeruEnzeru[RETIRED/I QUIT]

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Re: How to illuminate a map evenly?
« Reply #3 on: June 23, 2018, 10:21:46 am »
Well, they aren't all just recolors. If you mean the crystal implanter thingy, I've redrawn the base to look more in-line with pink XCom1 tables.  :) But yes, I've compiled my own tileset, mostly comprised of edits, recolors and a few tftd redraws. The whole idea with this terrain is to bring the TFTD colony assault experience (4 realtime hours of trying to navigate a 60x60x4 maze  ::)) into XCom1.
Yeah, beats me. :) I don't play TFTD, but i would like to do a play practice with TFTD maybe in a future month or year.

I would liked to do my own future total conversion mod for OpenXCOM Extended+ UFO Defense having everything from the 90s games (Some of Apocalypse and all of Interceptor and Enforcer stuff like the aliens) and 2010s XCOM reboot series games along with alien converted cities (nicer addition to withdrawn countries with a swarm of robotic engineer drones building and converting the cities) custom maps, MCDs and other customs into xcom1 stuff, and now i'm on a very bad hiatus with it (meaning i've abandoned my plans on working on it with notepad txt files, made me a bit sad for a reason being. :().

I'm also working on a Craft and Craft Weapons overhaul mod involving craft and craft weapon upgrades (Just learning new codes from OXCE+ by finding them exactly what i wanted to do, such testing craft/ufo shields), and maybe i should add that to my future total conversion mod after it's done so that it can have to craft weapons.

The TFTD Colony Assault experience into XCOM1's a great plan, but i think i should add my own version of the Alien Base to my own mods into a 4 level design i might do in the future (similar to XOps' mod), giving it a nice feel to my modding and testing experience (Unless i can find a way to fix my palette issues for my custom sprites and sprite recolors/edits with my crappy version of Adobe Photoshop. Falko's OXC tools are having issues with my sprites such as PNGs and GIFs unless it's the UFO battlescape or geoscape palettes). :)
« Last Edit: June 23, 2018, 10:23:28 am by FeruEnzeru »

Offline Warboy1982

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Re: How to illuminate a map evenly?
« Reply #4 on: June 25, 2018, 01:27:10 am »
individual MCDs have their own inherent shade values which you can use to customize the lighting inside your base, the default xcom base tileset has this set for all floor tiles, i believe.
as for making it darker "outside" simply alter the shade value of the deployment, only values above 9 will alter visibility, but if the floor tiles themselves have a lower shade value, they will take precedent.

Offline Amoebka

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Re: How to illuminate a map evenly?
« Reply #5 on: June 28, 2018, 08:42:04 am »
individual MCDs have their own inherent shade values which you can use to customize the lighting inside your base

Could you go into a bit more detail on how to do that? To begin with, I don't seem to see the "shade value" property in MCDedit, Light_Block is stated to be unused, Light_Source is a different thing. Also, could this even be used to solve the problem I formulated in the original post? The dark and the bright floors are the same mcds, so wouldn't setting a different shade value just make them all darker without removing the discrepancy?
« Last Edit: June 28, 2018, 08:43:42 am by Amoebka »

Offline Warboy1982

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Re: How to illuminate a map evenly?
« Reply #6 on: June 28, 2018, 08:51:46 am »
the "Light_Source:58" field
i guess treat it as the inverse of shade? not sure exactly, haven't messed with it too much, 15 is probably the max usable value.

you'd still want to set the deployment's shade.

Offline Amoebka

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Re: How to illuminate a map evenly?
« Reply #7 on: June 28, 2018, 09:06:34 am »
the "Light_Source:58" field

Well that was counterintuitive. :D Judging by the name I've assumed it turned MCD into a light source that made tiles around it brighter. Playing with the deployment shade value and light_source value of floors eventually gave me the result I want, but I still don't quite understand how. My best guess is Light_Source = 16 equals the lighting of an "outdoor" floor on a map with shade = 0. Local 15 equals global 1, local 14 equals global 2 etc. And when deciding the final illumination of a tile the engine picks the highest between the tile's light_source value and global illumination which is the shade value of deployment minus the penalty for being under the roof if applicable. So, setting the light_source of my floors to 15 and the shade of deployment to an arbitrary low value (6 in my case) makes all tiles lit evenly.

Thanks for help, Warboy. Can't even imagine myself solving this one on my own.

Offline Solarius Scorch

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Re: How to illuminate a map evenly?
« Reply #8 on: June 28, 2018, 11:03:06 am »
Just check some MCDs which you know to illuminate the area... For example street lamps or red alien machinery.

Offline FeruEnzeru[RETIRED/I QUIT]

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Re: How to illuminate a map evenly?
« Reply #9 on: July 01, 2018, 04:51:36 am »
@Amoebka
Since whatever you're making those maps and redrawing the TFTD MCD tiles to UFO94 colors and palette, to see if they work on OpenXCOM.

Please post and share your MCDs along your maps to use and the OXC forums. I want to see them really important.


I would liked to test them to see if they work with MVII (The MapView version i'm using), we got a deal? :)