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The Dark Mod Black and White "Easy method"

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#1 nbohr1more

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Posted 02 November 2018 - 01:26 PM

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There have been a few threads about using custom "makeIntensity" materials to do black and white textures

in missions in the past.

 

I have stumbled on an easier way to play ANY TDM mission in Black and White:

 

r_postprocess_desauration 1.0

 

return to 0.05 when you want to resume in color again.

 

Attached File  bcd_2018-11-02_14.36.02.jpg   77.13KB   0 downloads


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#2 Springheel

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Posted 02 November 2018 - 02:09 PM

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That would be a cool thing for mappers to be able to toggle, if they wanted to communicate a change of state, like the player is invisible, or time traveling, or in a dream.


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#3 RPGista

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Posted 02 November 2018 - 02:51 PM

Thats pretty cool. But Rich's color grading shader is far more powerful, in the sense that you can actually regulate the saturation to whatever you want, from oversaturated to black and white, and you can also increase constrast, darken or lighten the result, and things like that. We should really look into adding that to tdm somehow. 


Edited by RPGista, 02 November 2018 - 11:16 PM.


#4 ERH+

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Posted 02 November 2018 - 03:07 PM

Obsttorte made materials like that, and there were even reversed black'n'white on one of screenshots. Can one of these commands reverse colours?

S2wtMNl.gif


#5 Obsttorte

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Posted 03 November 2018 - 01:18 PM

That would be a cool thing for mappers to be able to toggle, if they wanted to communicate a change of state, like the player is invisible, or time traveling, or in a dream.

In that case a gui overlay with a custom post process shader can be used. The effect could be controlled via shader parms, that can be altered using a script. So you could not only toggle it on and off, but also create fade-ins and alter the effect depending on the circumstances. This could also be useful for more profane usecases like if the player gets poisened, takes damage or the like. Other effects then color manipulation are thinkable, too, like blurring.


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#6 duzenko

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Posted 03 November 2018 - 01:20 PM

In that case a gui overlay with a custom post process shader can be used. The effect could be controlled via shader parms, that can be altered using a script. So you could not only toggle it on and off, but also create fade-ins and alter the effect depending on the circumstances. This could also be useful for more profane usecases like if the player gets poisened, takes damage or the like. Other effects then color manipulation are thinkable, too, like blurring.

Don't we already have the legacy D3 red vision?



#7 Obsttorte

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Posted 03 November 2018 - 01:24 PM

Dunno.


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#8 SuaveSteve

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Posted 24 November 2018 - 07:05 PM

That would be a cool thing for mappers to be able to toggle, if they wanted to communicate a change of state, like the player is invisible, or time traveling, or in a dream.

 

Splinter Cell Conviction handled this very smoothly by making the saturation your light gem.






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