Coloured fogging
Posted: Sat Nov 26, 2005 4:28 pm
Goodness me, my apologies GG. Different coloured fogging is already possible, and from v0.31 onwards. I had never noticed this before! It works pretty well.
There is a discrepancy between the use of this feature on scalable items and those objects that require pre-drawn scalings (which is partly what this thread is about).
For example: pillars,pits,pads,puddles,grates,floor moss etc -- all these require hand-drawn alternatives for every position. The fogging colour is not applied to theseitems.
This means that the designer would have to manually draw fogged variations for all these items for any level that required them. It's a huge amount of work and would drastically bloat a RTC file when it's not really necessary. It would also mean very careful management on the behalf of the designer when placing correctly "pre-fogged" clones of these items into the correct level.
Is it possible to add fogging to these items too, or somehow bind the fogging to the wallset (and by inference, all other items placed within a level using that wallset)?
There is a discrepancy between the use of this feature on scalable items and those objects that require pre-drawn scalings (which is partly what this thread is about).
For example: pillars,pits,pads,puddles,grates,floor moss etc -- all these require hand-drawn alternatives for every position. The fogging colour is not applied to theseitems.
This means that the designer would have to manually draw fogged variations for all these items for any level that required them. It's a huge amount of work and would drastically bloat a RTC file when it's not really necessary. It would also mean very careful management on the behalf of the designer when placing correctly "pre-fogged" clones of these items into the correct level.
Is it possible to add fogging to these items too, or somehow bind the fogging to the wallset (and by inference, all other items placed within a level using that wallset)?