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Gradually occuring day/night - new idea


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#16 SwordOfSeals

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Posted 04 October 2004 - 11:15 PM

QUOTE(Radien @ Oct 4 2004, 08:26 PM)
Ohh, so THAT'S what SOS meant... well, not only would this be messy and unnecessary, but it doesn't work. Try it... conveying Link to a pit will not make him fall in. Sucks, don't it? icon_shrug.gif

It doesn't? So conveyers can push Link through/past a screen, but not into a Pit? That DOES suck icon_mad.gif .

#17 Radien

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Posted 05 October 2004 - 03:52 AM

Yeah, it does kinda suck, but be glad it works with side warps. icon_shrug.gif Otherwise we'd be a lot more limited with what we can squeeze out of ZC.

#18 SwordOfSeals

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Posted 05 October 2004 - 11:20 AM

tuché

So, how's it coming along?

#19 Radien

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Posted 05 October 2004 - 03:37 PM

Well, the layered, animated tile that lightens and darkens works okay... I can use CSet 9 for it since I don't need Zoras or Moblins in Hyrule Field.

However, since ZC's tranlucency table isn't endless, the filters cause some odd color issues when mixed with certain shades... for instance, bluish grass tufts that are lighter than the surrounding grass. icon_shrug.gif Also, with this method alone you can't have night/day related events. So I'm looking into whatever other options I may have.


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