Popular Post nbohr1more Posted November 2, 2018 Popular Post Report Posted November 2, 2018 There have been a few threads about using custom "makeIntensity" materials to do black and white texturesin 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. 9 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
Popular Post Springheel Posted November 2, 2018 Popular Post Report Posted November 2, 2018 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. 7 Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
RPGista Posted November 2, 2018 Report Posted November 2, 2018 (edited) 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 November 3, 2018 by RPGista Quote
ERH+ Posted November 2, 2018 Report Posted November 2, 2018 Obsttorte made materials like that, and there were even reversed black'n'white on one of screenshots. Can one of these commands reverse colours? Quote
Obsttorte Posted November 3, 2018 Report Posted November 3, 2018 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. Quote 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
duzenko Posted November 3, 2018 Report Posted November 3, 2018 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? Quote
Obsttorte Posted November 3, 2018 Report Posted November 3, 2018 Dunno. Quote 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
SuaveSteve Posted November 25, 2018 Report Posted November 25, 2018 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. Quote
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