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Torch brightness and range

Posted: Fri Oct 11, 2013 6:01 pm
by Pandafox
Hi all,

A long time I didn't use grimrock editor...
I have a question about the basic torch in the game.

Is it possible to change the brightness and the range of the torch light ?
I would like the torch light have more brightness but a little less range...

Re: Torch brightness and range

Posted: Sun Oct 13, 2013 8:55 am
by Pandafox
as nobody can answer my question, I have another one...

is it possible to attach a particle to the party ?
This shouldn't spawn at each step, it must follow the party during the moving animation...

Re: Torch brightness and range

Posted: Sun Oct 13, 2013 1:23 pm
by Komag
I'm not sure about either of these, sorry :?

Re: Torch brightness and range

Posted: Sun Oct 13, 2013 8:51 pm
by DesperateGames
From my experience it is not possible to change the brightness / range of torches. You could add a light to the party by using the onMove scripting hooks and destroying / creating a light that moves with the party. But the treanisition between steps would be "hard", from one second to the next the light would "switch" to the next field as the party moves.

Attaching Particle Effects to the Party is possible: use

party:playScreenEffect(particleSystem)

for this. You can experiment with the objectSpace=true/false setting in the particle definition. If set to true, the particles will always move together with the party. If set to false, the Particles will be created near the party, but will stay there if the party moves (i.e. leaving a trail).

Re: Torch brightness and range

Posted: Mon Oct 14, 2013 7:07 am
by Diarmuid
Hi pandafox,

I did attach a projectile to the party for my skySystem (link viewtopic.php?f=14&t=5399 and video http://youtu.be/RyX7iUs9eFA).
A particle would be even easier.

You need to spawn it as an fx and then translate it a correct amount every frame. But you know what? I cooked up an fxTranslator for all you guys:

viewtopic.php?f=14&t=5801#p63760

Re: Torch brightness and range

Posted: Mon Oct 14, 2013 11:12 am
by Pandafox
Thanks for your help all !

Diarmuid, your exterior wallset is really fantastic :)
And your FXtranslator script seems to be the solution to my problem thanks a lot !
I never installed LOGframework before but I think this time I have to do ;)

Re: Torch brightness and range

Posted: Mon Oct 14, 2013 2:24 pm
by Diarmuid
The exterior wallset is by Skuggs, not me! I just did the sky/clouds/rain stuff.

As for LoG framework, it's great indeed, but I tended to move away from it recently because of performance issues. In the ORRR2 we use it of course, but we hacked it a bit to disable unneeded sections and replace some others with custom code.

The dynamic hooks are fantastic, but it invovles searching through a lot of lua tables every time you do something.

Especially for timers, I tend to move towards onDrawGui/getStatistic("play_time") solutions as they give faster, cleaner and more flexible result than normal LoG timers which are subject to a bunch of particular issues. Like that fx translator for example, which works without the framework and is really concise in code.

Performance shouldn't show unless you have a very heavy dungeon however.