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Messages - scotch

#1
Feel free to run one, I'm a bit busy right now. Whoever does it, I would strongly suggest sticking to similar rules to before. Every time one is run people ask for more restrictions or longer timespans (theme, two weeks etc). I think that's a bad idea personally and I think the reasonable success of the other ones suggests the format works as it is. The only change so far was to allow people to have multiple rooms if they really want. The point was to make people think small, not to make them worry about if an intro counts as a second room.

Actually I may as well run it, it's not much more work than hosting the games and putting up the old vote page again... I'll make a thread.
#2
Commenting is ok, but comments are deleted after a little while or the thread becomes impossible to read, and would be about 5x the size it already is.

People discussing how hot girls are or aren't gets cleaned up somewhat faster than other comments because it's kind of redundant. It happens every single time.
#3
My picture isn't of the sun, it's of nearby light sources of various sizes. Sorry if it's not clear enough from the shape of the shadow that the light is fairly close to the object, and not a 150 million miles away. The sun does occupy a relatively small area in the sky, so its shadows are indeed quite sharp. Usually between the first and second images in a typical scene.
#4
Bounced light:

As Azaron pointed out, there's no reason for bounced light to become the opposite hue to the lightsource. Bounced light takes on the apparent colour of what it bounced off (which is why you see things that colour in the first place). There's currently a lot of green light pouring upwards through my window, because of the way the sunlight is on the grass here in the morning. People do often backlight things with a complementary colour though. It's common in the real world (diffuse blue sky light vs yellow sunlight) and creates a contrast. It's not bounced light so much as ambient light in that case.

Shadow hardness:

The hardness of a shadow is defined by the distance the shadow is from the shadow casting edge, and the size and distance of the light source. A perfect point light would only make hard edged shadows (directly), but real world lights generally have some noticable area. Essentially it's about how much of a light source's area is obscured at a particular point on the surface. Imagine you are looking at the light from that position on the surface. What percentage of the light's area is blocked? As you walk into the shadow, more of the light source is becoming invisible to you, so it gets gradually darker. The smaller the light source the faster this happens, and the harder the shadow is.



Obviously as the shadow casting edge gets closer to the surface it's casting onto, the shadow becomes harder and harder.

You can construct the shape of the shadow with perspective rules, but luckily in most cases you should be able to eyeball it. Lower lightsources equal longer shadows of course...
#5
Just above where you write a message it says "How do I post images, smileys and formatting?"
Click that.
#6
To combine inventory you make the two inventory items you want to combine, and another inventory item of them combined, then when the player combines them you just take the two original items away and give the player the combined one.

Don't know about the flc problem though.
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