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Buildings and lightning
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Nov 13, 2007 4:16 pm    Post subject:  Buildings and lightning Reply with quote  Mark this post and the followings unread

I've been building a map lately, and it's yellow lightning is causing most of the buildings in TS to adjust to the lightning too (getting a yellowish tint that is). However, I noticed that such buildings as CABHUT, GASPOT, #AWALL (where # is either N or G, depending on where it belongs to GDI or Nod) and none of the GDI and Nod structures adjust to the lightning, and even though I've set ExtraBlaBlaLightning=no on all objects, those structures still stand out of the lightning with their own, neutral lightning.

See the pictures I've attached to see the problem. Is there a way to fix it so the buildings mentioned before would act like all other TS buildings, considering the lightning?



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Nov 13, 2007 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

That can't be solved. IIRC, it has something to do with the pallet the buidlings are created with. IE, nearly all civ buildings are created in isotem/isosnow.pal, while all other structures are created in unittem/unitsnow.pal Wink
So to make all structures have their colours changed by lightning, you must do every structure in isotem/isosnow.pal, but then you lose the remap colours...

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Nov 13, 2007 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I've seen pics of where buildings were effected by those values..
I know Ion storm lighting changes both types of buildings.
Also remember if you do accomplish this, it makes the building remap into confusing colors, which is probably the reason why this effect was put into place.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Nov 13, 2007 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

That may be the correct answer TeamBlack Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Nov 14, 2007 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
Well I've seen pics of where buildings were effected by those values..
I know Ion storm lighting changes both types of buildings.
Also remember if you do accomplish this, it makes the building remap into confusing colors, which is probably the reason why this effect was put into place.


Never heard of that, but the Bridge Repair Hut should still be changed. It has no remap, after all.

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IcySon55
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Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Nov 14, 2007 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, the hut uses the unittem palette. Also, this leads me to believe that the map lighting is done by editing the palette in real-time. That means they mod the colors in the isotem palette to be a bit more yellow, and only things using that palette will be affected.

The game does NOT place a yellow layer over everything. It edits the palettes in RAM when it loads the map.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 14, 2007 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

how do you changed the overall lighting into yellow?
I know that even player buildings are affected by dark maps.
I don't know much about mapping, but maybe you've just changed the lighting at the wrong point. Try it there where you define the brightness of the map.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Nov 14, 2007 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO: No, that's not the problem. I believe it's more of what Icy said.

Weird though, the sandbags use unitem palette, and are affected by the lightning. Oh, and aren't light posts too?

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IcySon55
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Joined: 19 Nov 2003
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PostPosted: Wed Nov 14, 2007 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Light posts use an alpha image which is overlaid on anything that goes under them. It has nothing to do with the palettes.

Are you sure they use unittem? IIRC, walls get converted to overlay once built. Overlays use isotem.

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Team Black
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Joined: 25 Sep 2006
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PostPosted: Wed Nov 14, 2007 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make the lighting more dramatic, so we can see the difference better.
Having reddish brown lighting over brown sandbags doesn't demonstrate the point clearly enough..

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Nov 15, 2007 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Lightposts are in isotem/isosnow.pal Wink

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Nov 15, 2007 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll construct a dark red test map to see how they work. And sandbags, like all other wall "buildings" use unitem pal.

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IcySon55
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Joined: 19 Nov 2003
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PostPosted: Thu Nov 15, 2007 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then by the looks of it, those sandbags won't turn red on your new test map.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Nov 15, 2007 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

True.

Also, notice how Tiberium isn't affected even by the ambient lightning of the map, unlike buildings and units.



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