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Apples and Peaches: Obsttorte's Mapping and Scripting Thread


Obsttorte

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Heat haze is also a nice program which could be used for blurryness in a mission, where the player got poisened or similar.

 

Also note that one can parametrize material definitions using shaderParms, so that the look can be changed during the mission. (To stay with the poison example, the vision could get more and more blurry, until the player finds and trinks a health potion curing him temporarely).

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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LOL

post-11230-0-06199000-1390736699_thumb.jpg

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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VertexParm 0 controls how much the colors get desaturated. So you could set it to 0.5 for example.

 

Wow, that would an awesome way to handle artistic use of colour!

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Yeah this is great. So for the record, because my mind is working slow today, is this something you do (or a mapper does) on a per-FM basis, or something you do globally? In any event, I would love to try some FMs out in B&W.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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This is locally (so FM-wise). You have to create your own vertex program (I based mine one an already existing one as I don't understand the language yet) and a material definition that applies the effect. As I've seen in one of grayman's beta threads you can use materials on guis, so you would just have to create a gui file using the material and enable it on screen via a script call.

 

All those files gets included in your pk4 and that's it.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I don't suppose you've stumbled on anything that simulates fog and works on caulk? :)

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I am able to create a fog like effect with this, but it isn't distance-depending, thus meaning the fog does not get thicker the farther you look through it.

post-11230-0-58166300-1390845672_thumb.jpg

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 3 months later...

Yes, it is. But you don't need the spheres. A simple hud overlay is enough.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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It's a different shader.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 1 month later...

I've just made an observation I wasn't aware of before. Maybe this is already known, but I thought I post it anyway.

 

If you use the addTarget function on an ai and assign a path to the ai via this function, the ai will move towards the path. However, this only works if the ai did not had a path assigned as a target on mission start.

 

Have to check if this counts for other paths except path_corner, too, but if so, this would allow for a different ai pathing in fms instead the currently used one.

 

EDIT: Yep, works for other as well. Very interesting :ph34r:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Not sure I see the implications... You can make an AI (otherwise idle) follow a pathing circuit by triggering a conversation script and linking him to the first path corner.

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The main implication is that it is possible to use an alternative system for patrol paths. Whether this holds any benefits is something I have to think about/test. But there is one main flaw with path entities that could be bypassed using this:

 

When an ai has a target to walk to, for example a path_corner entity, you can hardly tell it to go elsewhere. If you want the ai to go to a different position via script, you have to instruct it to do so every frame, because else the path_corner takes the control. I had this problem with the "ai grabbing a torch from the wall when alerted" behaviour I've scripted a while ago.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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That is bad ass Obsttorte! You are very helpful, thank you!

 

edit: oh and another use I thought of for this could be for windows inside a house. Say if the window inside doesn't match the same position as the window outside but you still want the player to see outside you could just place a camera on the outside and the material in the frame behind the glass inside which gives it the illusion that its a working window.

Edited by Goldwell
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oh and another use I thought of for this could be for windows inside a house. Say if the window inside doesn't match the same position as the window outside but you still want the player to see outside you could just place a camera on the outside and the material in the frame behind the glass inside which gives it the illusion that its a working window.

Never thought of this, but yeah, it's a good idea. This may also work for faked windows, where there is nothing behind. You just create a building facade inside a blue room, place a camera looking at it and use this image than.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Hmm, but then how many camera's could have before it would start effecting perf..?

They can be turned on and of imho. In addition, the camera view gets only rendered when it is inside the players fov. So if you see the camera, but not the monitor, it should not affect performance. It is only bad when you use a lot of monitors in one room. However, don't forget that in my example shader posted above I used a resolution of 32x32. Compared to a normal screen resolution (like 1280x1024 what I am using) this is not too much.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Very nice! This enables all kinds of spy-tools.

 

The scouting orb: player tosses a sphere on the ground. That is a camera entity. The player could equip a model tool that appears in the hands, like the sword. But this tool is not a weapon, but just a small screen that shows what the scouting orb sees.

 

Or even more basic, a pole with a mirror at the end, and a peeking hole at the other end. The player could use this periscope to peek behind corners safely.

Clipper

-The mapper's best friend.

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  • 3 weeks later...

How does this work in combination with visportals? Will the stuff you see through the camera be under the same rules regarding visportals as everything else? Say, if you have a fake window with a projected image of a room which is placed where the player can not see it, will it still get rendered from the player's position? Or maybe that doesn't matter if it is an enclosed room that gets projected.

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"When Kleiner showed me the sky-line of New York I told him that man is like the coral insect—designed to build vast, beautiful, mineral things for the moon to delight in after he is dead."

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Would have to test that, but the camera should get an additional rendering path.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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