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    • CommentAuthorLadieStorm
    • CommentTime4 days ago edited
     
    I'm working on an underwater map. It's supposed to be an ancient civilization that sank into the ocean how ever many eons ago. I'm using one of the dungeon styles that has the funky water fills... the multiple colors that truly makes it look like flowing water... anyway... I've noticed that as much as I love the fills, they are too busy, and they hide what's going on beneath the surface, even using transparency.

    So Sue suggested I use a reversed inner edge fade to create a 'hole' in my ocean, where what's buried underneath will be seen. So I tried it... but I'm not getting the reversed inner edge fade.... I'm getting a traditional inner edge fade, where the edges are fading in toward the middle, instead of the middle edging out toward the edges.

    So what am I doing wrong?
    • CommentAuthorJimP
    • CommentTime4 days ago edited
     
    I made the Transpoarency on the water sheet at 90%. I can bits of the symbols under it after that. The Edge fade Inner only shows, with the transparency setting I tried, only show symbols along the edges of the map.

    Well, now its not doing it. Argh.
    •  
      CommentAuthorMonsen
    • CommentTime4 days ago
     
    Either uncheck 'Reverse Opacity' or manually swap the two opacity valuses. The way you have it now, you've already set the values up for a reverse effect, and then you have checked reverse opacity, which reverses the reverse effect.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Yeah, that works. Do what Remy said.
    • CommentAuthorLadieStorm
    • CommentTime4 days ago edited
     
    well, it's almost right... but now there seems to be another issue. If you look at the image, the sides are nice and soft, as if you are peering down into the depths.

    But along the top and bottom, there's a hard line. Why is it doing that?
    •  
      CommentAuthorMonsen
    • CommentTime4 days ago edited
     
    Those happens because CC3+ need to render the image in parts, and each part won't have access to effects defined in another part (If that was possible, it wouldn't need to render in parts in the first place). This is especially visible when you use huge effects like this one.

    Try running the EXPORTSETMPPP command, and enter 40000000 as the value. This will cause CC3+ to render the maps in MUCH larger chunks, resulting in much fewer passes (If 40000000 gives you problems, try 20000000 instead)
    • CommentAuthorLoopysue
    • CommentTime4 days ago
     
    This may be a moot point by now, since you do seem to have found a solution while I was out today, but I've posted an alternative solution over on your challenge thread just now.

    Sharp lines aside that's actually looking pretty cool, Storm :)