-
Notifications
You must be signed in to change notification settings - Fork 258
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Add a lumens overlay and make lights environmental
The new lumens overlay is a visualization of the light strength at each point of a map. The strength of the light is determined by its lumens and - as always - darkness obscures light of equal or lesser lumens. The lumens overlay treats lumens less than zero as darkness and renders dark areas as black. On the other end, lumens of 100 or greater are treated as bright areas, and are rendered as a nearly transparent white. The final special case is lumens equal to zero, which is a representation of daylight and is not included in the lumens overlay. Any other lumens values are drawn as shades of grey, with low levels being nearly black, and with higher levels being closer to white. The environmental lights are an improvement to the aesthetics of lights. Lights now blend with one another "additively" (technically according to the Screen blend mode) so that they get brighter when they overlap. After blending the lights, the results are blended with the map using a blend operation that brightens the map while preserving details (similar to overlay blend mode and soft lighting). This make lights look more like they illuminate the map rather than sit on top of it. Both of these features can be toggled in the *View* menu depending on user preferences and game requirements. The lumens overlay can also have its opacity configured in the Preferences dialog, and the older light and darkness opacities have been removed. Lights no longer have an opacity congiguration since they are conceptually part of the map and not a layer rendered on top. In order to make the lumens overlay as useful as possible, the lumens values are now atached to individual light ranges rather than to entire light sources. Existing campaigns will have their light sources' lumens values copied to each range. The **Campaign Properties** dialog's _Light_ tab represents per-range lumens as by appending the lumens after the optional range color. So these are now valid ranges: ``` r#ff0000+100 r#aa0000+50 r+100 ``` These define, respectively, a saturated red range at 100 lumens, a desaturated red range at 50 lumens, and a colourless range at 100 lumens.
- Loading branch information
1 parent
71d9abf
commit 5db464c
Showing
18 changed files
with
871 additions
and
597 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.