Kuribo64
Views: 19,854,104 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-29-24 04:37 AM
Guest:

0 users reading Lighting | 1 bot

Main - Archived forums - SMG documentations and tutorials - Lighting Hide post layouts | New reply

Pages: 1 2
NWPlayer123
Posted on 12-08-12 10:51 PM Link | #1588
Something brought up on the IRC today. Keep in mind this is SMG2 only, I have no idea how it works in SMG1.
So, here's how lighting gets into a level when loaded.
1) The BCSV in LightData is read and the set values are loaded into memory.
2) The ______Light.arc file's entries are read and the matching BCSV entries are loaded.
3) The LightCtrlAreas in the _______Design.arc file place the light and choose which one to load. In the Light entries, it has a field for a number. The LightCtrlArea's obj_arg0 has that number, which selects it.
For example, Supermassive has 1-5

____________________
"I hate playing musical chats" ~ Quote of the month

Arisotura
Posted on 12-08-12 11:04 PM Link | #1589
Moved to the general SMG documentation forum as it isn't specific to SMG2.5.

Interesting. I guess light support in Whitehole would be nice.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

shibboleet
Posted on 12-08-12 11:17 PM Link | #1591
I've known this for a little while already.
In the Design File, there is also more light information.
LightCtrlArea
It's already shown in your post, but I've known this :P

____________________
a

shibboleet
Posted on 12-23-12 11:30 PM (rev. 2 of 12-23-12 11:39 PM) Link | #2068
Another thing
obj_arg0 for a LightCTRLArea in ____GalaxyDesign.arc is the [6D62E891] in _____GalaxyLight.arc

This is how the light connects.


I was being more specific :3

____________________
a

Arisotura
Posted on 01-01-13 10:32 PM Link | #2632
Might want to add that [6D62E891] is LightID, too.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

NWPlayer123
Posted on 01-06-13 02:03 AM Link | #3765
Yeah, I've been looking through strings in the DOL and I've found a few more names I need to get hashes for

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 01-06-13 02:38 AM Link | #3796
Are lighting and fog similar?

NWPlayer123
Posted on 01-06-13 02:40 AM Link | #3798
Kind of, IDK if lighting is affected by fog, but fog is an actual "object" that you place in the normal map, whereas lighting needs to be declared and loaded seperately, using a Light.arc file for the entries needed to be loaded, and then it needs to be placed using the Design.arc file.

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 01-06-13 02:42 AM Link | #3799
I wonder if there is something light related that clears fog?

NWPlayer123
Posted on 01-06-13 02:42 AM Link | #3800
Possibly, it would all be in the settings in the BCSV file in LightData/LightData.arc which I am trying to study and figure out.

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 01-06-13 02:43 AM Link | #3801
I don't really think it'll work, but it would be really cool if something like that worked.

gc
Posted on 01-06-13 02:50 AM Link | #3806
How does the Flash Black Galaxy flashing work?
I'm curious.

____________________
Burrow Base design- Text complete. I might try my hand at some art...maybe...eventually...?
Bullet Base design-
Final Frontier- (collab)

There's always a light at the end of the tunnel. Of course, it's usually an oncoming express train.

Slow and steady gets you trampled by the other guys.

NWPlayer123
Posted on 01-06-13 03:00 AM Link | #3820
TBH I have no idea. I would have to check. I'm guessing some of the entries in that LightData.bcsv file are animations in a way where it changes certain values based on time or something

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 01-29-13 07:36 AM Link | #10870
How did the light in Planet Plains Star 2 work? I liked that Smokey Dark effect.

Tahcryon
Posted on 01-29-13 07:41 AM Link | #10877
Wasn't that the effect from Boo Moon's first planet?

____________________


[04/15/2018]gridatttack: I still think the whole smg2.5 team are still in middle school lol
[04/15/2018]gridatttack: and they are 14yrs old
__________

cosmological: There's no one in Russia who doesn't agree with Putin, probably because his ideas are that great



MK7tester
Posted on 01-29-13 07:45 AM Link | #10880
It looked quite different, to be honest.

Tahcryon
Posted on 01-29-13 07:46 AM Link | #10881
Maybe it has something to do with the shape of the planet?

____________________


[04/15/2018]gridatttack: I still think the whole smg2.5 team are still in middle school lol
[04/15/2018]gridatttack: and they are 14yrs old
__________

cosmological: There's no one in Russia who doesn't agree with Putin, probably because his ideas are that great



MK7tester
Posted on 01-29-13 07:47 AM Link | #10883
Blarg, no, it has nothing to do with that, i'm pretty sure :)

NWPlayer123
Posted on 01-29-13 02:28 PM Link | #10934
Posted by Silver
How did the light in Planet Plains Star 2 work? I liked that Smokey Dark effect.

There was no lighting. That was fog :|

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 01-29-13 02:48 PM Link | #10953
Fog? Really? Ok
Pages: 1 2

Main - Archived forums - SMG documentations and tutorials - Lighting Hide post layouts | New reply

Page rendered in 0.031 seconds. (2048KB of memory used)
MySQL - queries: 27, rows: 233/233, time: 0.010 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.