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Old October 24, 2022, 15:31   #1
smbhax
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Where are "dark" terrain features used with tiles?

I stumbled across issue 4337 recently https://github.com/angband/angband/issues/4337 , which describes how the Gervais and Shockbolt tilesets currently have no visible floor around their rubble piles, just blackness--and a robust fix for that, which would support variants with different floor tiles than Angband's, would break save compatibility, so it's being held off on until 4.3, whenever that is.

I thought in the meantime I'd just go ahead and make my own local fix in the tileset graphic since I don't care about variant compatibility. In doing that, I noticed that in the Shockbolt tilesets, there are no partially lit tiles defined (in lib\tiles\shockbolt\graf-shb-dark.prf; I don't care about the Light version 'p', and rubble in it will end up looking oddly "Dark" with this crude temp "fix" to the tileset bitmap) for pile of passable rubble, just a single * one to cover all light levels

Code:
feat:pile of passable rubble:*:0x88:0xBF
Regular rubble on the other hand has tiles defined and made for all four light levels.

If/when the lighting around the base of the rubble piles gets fixed, it seems to me this may result in passable rubble piles kind of glowing or something in the dark, especially as you move around them and they stay perfectly light while the regular rubble next to them--right there on the west half of town, say--is responding to illumination and shadow. So I figured well heck I'll make shaded versions of them in the bitmap; this is easy enough: there's plenty of blank space in the tileset to put in the two other gradations, and the darker ones just need 20% and 40% black over them, like the already created regular rubble ones have; then in the .prf define them something like

Code:
feat:light rubble:torch:0x8C:0xB2
feat:light rubble:los:0x8C:0xB2
feat:light rubble:lit:0x88:0xBF
feat:light rubble:dark:0x8C:0xB3
(I've renamed my piles of passable rubble to "light rubble" to fit in the sidebar, where I moved my status display. 'p')

I wonder why that wasn't done in the first place? Gervais has illuminated passable rubble.

Anyway, the part I'm really not sure about are the "dark" tiles. Where are those actually seen? I'm not sure what kind of ground would be expected to be around them--how dark it would be, I mean. As far as I can find running around in Shockbolt Dark tiles, I get only two levels of ground illumination--unless you count as a third the pure blackness of unknown or never-seen-illuminated ground. Is "dark" stuff on 100% black ground, then? Or is it somewhere else?

"Fixed" Gervais and Shockbolt Dark rubble pile tiles on the left side of town:

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Last edited by smbhax; October 25, 2022 at 00:23.
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Old October 24, 2022, 21:37   #2
backwardsEric
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Quote:
Originally Posted by smbhax View Post
Anyway, the part I'm really not sure about are the "dark" tiles. Where are those actually seen? I'm not sure what kind of ground would be expected to be around them--how dark it would be, I mean. As far as I can find running around in Shockbolt Dark tiles, I get only two levels of ground illumination--unless you count as a third the pure blackness of unknown or never-seen-illuminated ground. Is "dark" stuff on 100% black ground, then? Or is it somewhere else?
This is from a comment in cave-map.c: "g->lighting is set to indicate the lighting level for the grid: LIGHTING_LIT by default, LIGHTING_DARK for unlit but seen grids within the detection radius of a player with the UNLIGHT ability and a light source with an intensity of one or less, LIGHTING_TORCH for seen and lit grids within the radius of the player's light source when the view_yellow_light option is on, and LIGHTING_LOS for seen and lit grids that don't qualify for LIGHTING_TORCH." In other words, "dark" lighting will only be used for some grids "seen" by a player's necromancer character.
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Old October 24, 2022, 23:37   #3
smbhax
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Oh, cool! Thanks! : D
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