Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Stunaep on October 17, 2002, 02:39:40 pm

Title: Tables question
Post by: Stunaep on October 17, 2002, 02:39:40 pm
Another table I find information lacking on. What does the pixels.tbl do. I see it has several RGB values, so what do they do?
Title: Tables question
Post by: EdrickV on October 17, 2002, 11:23:00 pm
Those appear to be the values for "non darkening" colors. Exactly what that means I don't know.

Code: [Select]

void palman_load_pixels()
{
// open pixels.tbl
read_file_text("pixels.tbl");
reset_parse();

// parse pixels
while(!optional_string("#END")){
// nondarkening pixel
if(required_string("+ND")){
stuff_byte(&Palman_non_darkening_default[Palman_num_nondarkening_default][0]);
stuff_byte(&Palman_non_darkening_default[Palman_num_nondarkening_default][1]);
stuff_byte(&Palman_non_darkening_default[Palman_num_nondarkening_default++][2]);
}
}

// set this to be the active table
palman_set_nondarkening(Palman_non_darkening_default, Palman_num_nondarkening_default);
}
Title: Tables question
Post by: Galemp on October 17, 2002, 11:26:38 pm
"Non-darkening?" Oooh! Oooh! That's the self-illumination code!!

The pixels that are non-darkening are not affected by shadows or ambient light, they remain bright, like lit windows. It was included in FS1 on the Fenris and Aten lights, but I seem to recall it wasn't in FS2. Maybe we can get it working!
Title: Tables question
Post by: EdrickV on October 17, 2002, 11:49:01 pm
That table is used and does do something, but I'm not entirely sure what. I tried adding some pixel colors in a texture I know a model of mine uses to the table and went into a mission with that ship. Spots along the texture that I presume were of the colors used were a lot lighter, but didn't seem to cast any light like a sun would.
Title: Tables question
Post by: CP5670 on October 18, 2002, 12:41:28 am
There are still remnants of this in the FS2 tables; notice all those $ND things on some of the ships. ;) (I think that's what they are, anyway)
Title: Tables question
Post by: vadar_1 on October 18, 2002, 01:27:47 am
I think that table is obsolete, or else it globally affects all ships. Either way, a specific ship can be defined to be non-darkening by settings $ND values. Maybe we can use that table to set all pixels to non-darkening and blind our opponents!!
Title: Tables question
Post by: vyper on October 18, 2002, 06:39:30 pm
This could be useful for giving existing ships psuedo glow points, at least until my brain gets around glow data.:D
Title: Tables question
Post by: EdrickV on October 19, 2002, 12:19:12 am
Quote
Originally posted by vadar_1
I think that table is obsolete, or else it globally affects all ships. Either way, a specific ship can be defined to be non-darkening by settings $ND values. Maybe we can use that table to set all pixels to non-darkening and blind our opponents!!


I don't think it's obsolete, otherwise they'd have gotten rid of it. It is a global one as opposed to local ones that are ship specific.
Title: Tables question
Post by: Stealth on October 19, 2002, 11:58:44 pm
i wonder what it's for...