Is it possible (and easy) to add a gloomy and darker touch to the maps in Ancients and Medieval?
Ideally through some general settings, like reduced (or even lack of sun) light, instead of modding separate map tiles and gfx.
Gloomy maps?
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Gloomy maps?
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Re: Gloomy maps?
The most flexible way would be to turn on the CLUT mapping for the battles. It doesn't seem to be turned on for the battles right now, but it's easy enough to enable.
To do this:
- Go to DATA/GFX in the install folder.
- copy the clut.txt file, rename it to battle.txt
- open the new battle.txt file.
+ change the ID to be 101.
+ change the SHADER entry to be dim.txt
+ save the file
- go into the SHADERS folder inside the DATA/GFX folder
- copy the clut.txt file in there, and name it dim.txt
- open the new dim.txt file
+ go down to line 66 or so, it should read col.xyz = tex3D(gCLUT, uvw) ;
+ change the line so that it reads: col.xyz = col.xyz * 0.5 ;
+ save the file
Now when you run the game, your battles will be a lot dimmer. You can change the pixel shader (everything inside the bottom main(...) function) as you like, but most simply you can change the numeric value in your new line (0.5) to any value that works for you (1 will be back to what is was before).
Cheers
Pip
To do this:
- Go to DATA/GFX in the install folder.
- copy the clut.txt file, rename it to battle.txt
- open the new battle.txt file.
+ change the ID to be 101.
+ change the SHADER entry to be dim.txt
+ save the file
- go into the SHADERS folder inside the DATA/GFX folder
- copy the clut.txt file in there, and name it dim.txt
- open the new dim.txt file
+ go down to line 66 or so, it should read col.xyz = tex3D(gCLUT, uvw) ;
+ change the line so that it reads: col.xyz = col.xyz * 0.5 ;
+ save the file
Now when you run the game, your battles will be a lot dimmer. You can change the pixel shader (everything inside the bottom main(...) function) as you like, but most simply you can change the numeric value in your new line (0.5) to any value that works for you (1 will be back to what is was before).
Cheers
Pip
follow me on Twitter here
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- General - Elite King Tiger
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Re: Gloomy maps?
Thanks, pip: appreciated!pipfromslitherine wrote: ↑Mon May 27, 2024 5:26 pm The most flexible way would be to turn on the CLUT mapping for the battles. It doesn't seem to be turned on for the battles right now, but it's easy enough to enable.
To do this:
- Go to DATA/GFX in the install folder.
- copy the clut.txt file, rename it to battle.txt
- open the new battle.txt file.
+ change the ID to be 101.
+ change the SHADER entry to be dim.txt
+ save the file
- go into the SHADERS folder inside the DATA/GFX folder
- copy the clut.txt file in there, and name it dim.txt
- open the new dim.txt file
+ go down to line 66 or so, it should read col.xyz = tex3D(gCLUT, uvw) ;
+ change the line so that it reads: col.xyz = col.xyz * 0.5 ;
+ save the file
Now when you run the game, your battles will be a lot dimmer. You can change the pixel shader (everything inside the bottom main(...) function) as you like, but most simply you can change the numeric value in your new line (0.5) to any value that works for you (1 will be back to what is was before).
Cheers
Pip
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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- General - Elite King Tiger
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Re: Gloomy maps?
I can put this in the mod to apply only to the mod, right? (Because I can't seem to get it to work there, even when having written col.xyz = col.xyz * 0.1.)
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: Gloomy maps?
I am pretty sure that these files are not mod-aware, so it would be a global change of your install data. If you wanted to do something that is per-campaign or mod, you would need to do something to the lighting files - which can be per-campaign or per-scenario. It doesn't look like they are mod-aware, but as I say, they can be assigned inside a campaign (in DATA/LIGHTING).
Cheers
Pip
Cheers
Pip
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- General - Elite King Tiger
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Re: Gloomy maps?
OK, thanks. And then I would change each of the text files, or any specific ones (Is it only _DayLight.txt that are used for each map type)? So how do I switch between e.g. _DayLight and _Sunset: put _Sunset content in _DayLight file, or something more sophisticated?pipfromslitherine wrote: ↑Mon May 27, 2024 7:48 pm I am pretty sure that these files are not mod-aware, so it would be a global change of your install data. If you wanted to do something that is per-campaign or mod, you would need to do something to the lighting files - which can be per-campaign or per-scenario. It doesn't look like they are mod-aware, but as I say, they can be assigned inside a campaign (in DATA/LIGHTING).
Cheers
Pip
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: Gloomy maps?
I would suggest replacing all the lighting files (although IIRC you can just use a default lighting file - it's been a while since I had to use them). You can set the lighting file that a map uses in the editor, and with script commands.
Cheers
Pip
Cheers
Pip
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Re: Gloomy maps?
You can define the basic lighting type in a scenario with the Conditions menu in the Editor. This will allow you to choose three lighting changes though I don't know if you can change their timing. If you want more control over lighting changes during a scenario then you need to talk to Paul59 as he did it in many.kronenblatt wrote: ↑Mon May 27, 2024 8:11 pmOK, thanks. And then I would change each of the text files, or any specific ones (Is it only _DayLight.txt that are used for each map type)? So how do I switch between e.g. _DayLight and _Sunset: put _Sunset content in _DayLight file, or something more sophisticated?pipfromslitherine wrote: ↑Mon May 27, 2024 7:48 pm I am pretty sure that these files are not mod-aware, so it would be a global change of your install data. If you wanted to do something that is per-campaign or mod, you would need to do something to the lighting files - which can be per-campaign or per-scenario. It doesn't look like they are mod-aware, but as I say, they can be assigned inside a campaign (in DATA/LIGHTING).
Cheers
Pip
https://www.slitherine.com/forum/member ... e&u=110822
To make them all gloomy, reduce the three COLOUR values by an equal amount.
Ignore the CLUTS. They didn't work and so weren't maintained or updated for Medievals style.
Pat
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Pat a Pixel Pusher
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- General - Elite King Tiger
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Re: Gloomy maps?
Thanks, but I can’t seem to make it work, for Medieval.Patrick Ward wrote: ↑Thu May 30, 2024 1:22 pmYou can define the basic lighting type in a scenario with the Conditions menu in the Editor. This will allow you to choose three lighting changes though I don't know if you can change their timing. If you want more control over lighting changes during a scenario then you need to talk to Paul59 as he did it in many.kronenblatt wrote: ↑Mon May 27, 2024 8:11 pmOK, thanks. And then I would change each of the text files, or any specific ones (Is it only _DayLight.txt that are used for each map type)? So how do I switch between e.g. _DayLight and _Sunset: put _Sunset content in _DayLight file, or something more sophisticated?pipfromslitherine wrote: ↑Mon May 27, 2024 7:48 pm I am pretty sure that these files are not mod-aware, so it would be a global change of your install data. If you wanted to do something that is per-campaign or mod, you would need to do something to the lighting files - which can be per-campaign or per-scenario. It doesn't look like they are mod-aware, but as I say, they can be assigned inside a campaign (in DATA/LIGHTING).
Cheers
Pip
https://www.slitherine.com/forum/member ... e&u=110822
To make them all gloomy, reduce the three COLOUR values by an equal amount.
Ignore the CLUTS. They didn't work and so weren't maintained or updated for Medievals style.
Pat
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643