You could try convert to jpg, then add it in under file attachments, then after you click add it should give you an option to include the image in your post.
Thanks, I got it up on image shack. And thanks Bardic, Ill check those out ASAP.
ok, here goes...http://img205.images...oundidea9aw.jpg
This is my idea for using sound to mimic backlighting again. look at map one. This is a birds eye view of a long rectangular yard, a lamp at the west end, the thief in the middle, guards to the north, north east and east.
The vertical bars starting with number 1 at the bottom of map I represent a special trigger brush, invisible to the thief. Each one does the same thing, when the thief is standing in that zone its sends a "wavefront" of directed sound out ahead of the thief. The sound is a trigger to cause the AI to act as if they had seen the thiefs backlit silhouette, they never actually see him so there is no need to process vision and all that jive. Its just a zone that sends a wave of sound that roughly corresponds to the angles of vision that would be a backlighting danger zone. In map 1, the guards to the NE and E of the map would be triggered by this sound and would become alerted, im sure they could be coded to react to this special sound to say someting about a visual contact rather than having heard something. The guard to the N of map I is not aware of the Thiefs presence, the sound angle is pretty tight to mimic the direction of light travelling from the lamp. As the thief creeps East, the zones are activated and then deactivated as he moves forward so that guards in zones to the left or right or behind do not receive the sound trigger. There is no constant processing of anything far as I can tell, except a trigger activating the zone that the player is currently operating. The rest is standard stuff for the AIs except for some coding tweaks to make them react to this sound as if it were a sighting, AFAIK.
Now take a look at map II. This is in response to Ishtvans point about backlit walls. In map II, the N wall is of a lighter colored material and it is reflecting the light from the lamp to the West. For this map, two grids are needed, one like map I for the lamp and then another, the one actually shown in II, running horizontally., 123 &4. Same deal. Whatever zone the thief is occupying is activated and the special sound is sent out, again at all angles that would mimic angles of vision for AIs. In this map, the guard to the NE is unaware of the thief,although the backlit signal is being broadcast to the S of the yard. The same goes for map III, this time the backlit wall is to the S and the light is travelling north, again a guard to the south would not be triggered.
I realize its a rough fit, and I realize that it would take alot of attention from mappers,but it could be standardized I believe and wtf, we all have to learn new mapping techniques all the time, right? What do you all think?