Michael Fadely
Michael Fadely
Are you using my Lantern Engine mod ([sadx-dc-lighting](https://github.com/michael-fadely/sadx-dc-lighting))? It does some hooking which might cause problems. Or any mods, for that matter?
These days, this is easy as pie.
This will require figuring out how an entity knows that it's under water. It's very likely that the way characters are notified of their under water status will be the...
The distortion unfortunately won't just appear by adding the texture back in (as SADX PC actually has this and one additional texture still ingame). Implementing it again would be relatively...
I started experimenting with refraction in sadx-d3d11. I have a job to worry about though, so unfortunately my time for these things is limited.
Looks like lighting parameters for objects that aren't palletized for whatever reason, which seems to consist of the switch and the hint monitor.
> Here's what I think is the correct structure: > > ``` > struct CharacterLightData > { > char LevelID; > char Act; > char LightIndex; > char UseDirection; >...
> * The Stage Lights structure has a "use direction" flag, which sounds like it could be used to distinguish between DirLight and ENV light direction (e.g. flag enabled =...
> > > * "Two lights" mode - non-palettized lighting that uses two Ninja lights. One is set up using the parameters in the SL file (SL light/ENV light), and...
Honestly, that could work. We could even take it a step further. For example, a single unused bit in the material flags could indicate that a callback is to be...