duzenko 659 Posted December 8, 2018 Report Share Posted December 8, 2018 We have a number of subview types supported by engine. All but one get used: portal, lightgem, mirror, remote (remote should be used since 2.07). That leaves the seemingly unused xray subview that we should somehow adopt or drop. It's not too important how exactly the xray view looks like. The fact is it's already there and can me tuned to any desired effect. I hope to hear from mappers on possible use of it - off the top of my head it could be e.g. a perception potion that shows AI model contours behind close walls. Obviously It's not going to be one of 2.07 changes, but now is as good time to discuss as any Quote Link to post Share on other sites
Jetrell 60 Posted December 8, 2018 Report Share Posted December 8, 2018 Another possibility might be that the special x-ray ability works via an arcane artifact. Once in possession, the player will have the ability to see through walls or maybe even see AI models with x-ray vision so the player can easily see/identify what the AI model is carrying e.g. keys, sacks of gold, potion bottles etc... Quote Link to post Share on other sites
ERH+ 661 Posted December 8, 2018 Report Share Posted December 8, 2018 Seeing lifeforce like in tes4 oblivion. But how much more rendering it requires, does it work at the cost of droped textures? Quote Link to post Share on other sites
jaxa 259 Posted December 8, 2018 Report Share Posted December 8, 2018 Could be good in a freakish "The Sword" or "Incubus" style mission. Quote Link to post Share on other sites
duzenko 659 Posted December 8, 2018 Author Report Share Posted December 8, 2018 Seeing lifeforce like in tes4 oblivion. But how much more rendering it requires, does it work at the cost of droped textures?I guess it looks like an x-ray photo Quote Link to post Share on other sites
freyk 474 Posted December 8, 2018 Report Share Posted December 8, 2018 i think we need to see it in action before we decide to remove it. please dont remove any existing features, before you do a discussion about it. 1 Quote Info: My portfolio and darkmod graphical installer Amnesty for Bikerdude! Link to post Share on other sites
Abusimplea 168 Posted December 8, 2018 Report Share Posted December 8, 2018 Lifeforce vision could be nice to have for TDM. But it likely will be hard to adjust map design and guard route placement to compensate for the significant difficulty drop without making the mission feel like a mainstream AAA "stealth" game. Quote Link to post Share on other sites
ERH+ 661 Posted December 9, 2018 Report Share Posted December 9, 2018 Or bat senses; how about visualising sounds - every active sound volume would produce concentric waves, or rather animated lights that shows for a brief moment silhouettes of surrounding objects. I've mentioned thermal vision somewhere else; it could work as an on/off switch for separate texture set - can a brush/patch/model surface have defined two separate textures, exchanged instantly just by a selected key? Quote Link to post Share on other sites
VanishedOne 546 Posted December 9, 2018 Report Share Posted December 9, 2018 (edited) Here are my notes on xrayRenderMap from http://wiki.thedarkmod.com/index.php?title=User:VanishedOne#Material_shaders xrayRenderMap -- some code support from RoE may be missing (cf. Entity.cpp, BrittleFracture.cpp...). Perhaps TDM was built on /neo/game instead of /neo/d3xp. What's left can create a subview that skips some surfaces, e.g. there's an AI it can make bald, but the rules are unclear (some bodies just turn invisible, some don't) and I think "skin_xray" and "skin_head_xray" spawnargs may be broken. (Also D3BFG has a base/_common/generated/images/textures/sfx/xrayblend#__0200.bimage for which there's no apparent equivalent.) I'd been hoping it could be used for shadowy-figures-passing-behind-blinds and so forth, if xray skins could be used to reskin AI when seen through the surface, without needing special vertex coloured meshes as for http://forums.thedarkmod.com/topic/11515-real-translucency-anyone/ And of course as other people have mentioned, it has potential for spooky/magical effects. Edit: this is how it's used in RoE, I think: https://www.youtube.com/watch?v=JNovIj41MqQ&feature=youtu.be&t=10m37s Edited December 9, 2018 by VanishedOne 2 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
freyk 474 Posted December 9, 2018 Report Share Posted December 9, 2018 (edited) as a player and modder, its a nice feature to see.and maybe mappers/modders going to use it in the future.its excists in d3 bfg code, so adopt it. as i posted and asked earlier: please keep the excisting (or new) d3 code/features in TDM, you never know when its going to used by mappers and modders.Things that could be used/reinmaginated/changed/disabled-as-an-option, like the mailsytem, multiplayer, etc. thanks for starting this topic for this object, otherwise it was gone. Edited December 10, 2018 by freyk Quote Info: My portfolio and darkmod graphical installer Amnesty for Bikerdude! Link to post Share on other sites
Taquito. 54 Posted January 3, 2019 Report Share Posted January 3, 2019 Perhaps some sort of soft eye adaptation, something similar to Chronicles of Riddick but subtle. There's an eye adaptation option in Reshade and I use it for Thief 1, 2 and DX1. Works really well. Quote Link to post Share on other sites
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