I don't understand why you wouldn't want marines to show up in the distance. That's mainly what I use alien vision for, scouting ahead and spotting marines out the corner of my eye while biting an RT. I also don't understand why there needs to be a trade off. IMO it would be better if the alien vision was just more subtle (for example, just highlighting the marines and structures without changing the environment colour much) so that leaving it on all the time wouldn't be a problem.
UlmontJoin Date: 2011-10-02Member: 125211Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester, Retired Community Developer
Wilson's got a valid point. In my mind Alien Vision needs to accomplish two things:
1. Allow aliens to easily view Marines and Marine structures while in environments that make visual target acquisition difficult, such as a darkened room, or ink/spore/umbra occupied room.
2. Highlight models and outline scenery in a way that does not obscure, nor clash with the texture work and atmosphere already in the map, and thus allow for toggling back and forth of vision and non-vision that doesn't break up the art style in any significant way.
The vision mod that closest matches these criteria is the 'Neo-Vision' twiliteblue did on the first page (great job on all of these, by the way - they look pretty damn good). Ideally, the vision mode would become more pronounced the darker the room. Thus, in a brightly lit room, one would be able to see a faint outline over all Marines, level BSP, and structures, while in a very dark room, one would see a very pronounced outline, and a bit of shading over the actual model.
I like the idea that the alien vision only helps in distance.When the marine is far away you see him clowing but when he comes close he ends to glow. Maybe its stupid because fade and skulk etc are close combat lifeforms but that is the trade off.
The fade blinks in and have to search for the marines but when he blinks out he can easily spot his prey.
It'd be sweet if it was tied to movement/noise. So the more a marine is moving/shooting etc. the more he glows. If you sit still for a second or crouch while moving then you don't glow much and blend in so you can do ninja ######.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited May 2012
Personally, I don't like to add a drawback to alien vision either.
Those players who have played in early beta (around build 160) remember how difficult it was for aliens to fight in the dark. The primary purpose of dark vision was, to give aliens a combat advantage in the darkness. In fully lit rooms, Marines' powerful ranged weapons should give them a clear advantage over aliens.
@Yuuki: May I interest you in an extra special $5 Vision Enhancement Pack? ^^
I've modified "Deep Sea" version slightly to allow aliens to detect Marines in the distance, especially those on the edge of the screen. Remember to scan your surroundings often! :)
<!--quoteo(post=1939991:date=May 30 2012, 12:37 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ May 30 2012, 12:37 PM) <a href="index.php?act=findpost&pid=1939991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't understand why you wouldn't want marines to show up in the distance. That's mainly what I use alien vision for, scouting ahead and spotting marines out the corner of my eye while biting an RT. I also don't understand why there needs to be a trade off. IMO it would be better if the alien vision was just more subtle (for example, just highlighting the marines and structures without changing the environment colour much) so that leaving it on all the time wouldn't be a problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
If there is always more beneficial to leave alien sight on, then there is no reason to have it in the first place instead of just incoporating it in the standard alien vision. Atleast I think that's the reason. The second idea I had would still make far away marines visible, you would see something running around the corner easily, but you couldn't see exactely what with the vision on. Although I have no idea if it's posible to create, I don't know anything about shaders.
<!--quoteo(post=1940068:date=May 30 2012, 05:38 PM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ May 30 2012, 05:38 PM) <a href="index.php?act=findpost&pid=1940068"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If there is always more beneficial to leave alien sight on, then there is no reason to have it in the first place instead of just incoporating it in the standard alien vision. Atleast I think that's the reason. The second idea I had would still make far away marines visible, you would see something running around the corner easily, but you couldn't see exactely what with the vision on. Although I have no idea if it's posible to create, I don't know anything about shaders.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds more like a pain in the ass than anything else. I'd rather have it incorporated into the standard vision than have to toggle it on/off all the time.
<!--quoteo(post=1940051:date=May 30 2012, 05:15 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ May 30 2012, 05:15 PM) <a href="index.php?act=findpost&pid=1940051"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It'd be sweet if it was tied to movement/noise. So the more a marine is moving/shooting etc. the more he glows. If you sit still for a second or crouch while moving then you don't glow much and blend in so you can do ninja ######.<!--QuoteEnd--></div><!--QuoteEEnd-->
Isn't that like the vision mode for spotting Aliens the Predators have in the game? Sounds cool but I don't know how it would work in the game.
But it sound so cool if you see a skulk with glowing eyes (indicating he's using alien vision) running past because you're standing still.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Design task Dark Vision from twiliteblue has appeared with status Unstarted<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not a modder so I'm not sure how reasonable it is for this idea, but it occurs to me that each alien class could have a unique vision effect. They are different beings with different organs, and would reasonably have different evolutionary needs. It would be a way to cue the player to play to each class' strengths and, along with the differences in movement and sounds, help get them get into character.
Lerk, for instance would need better ranged sight for shooting spikes. Skulks would have a very good vision close up since he's a kinda close-up-and-personal kinda fella. He just likes to hug marines is all. Hug the crap outta them. Buildings would perhaps not show so boldly, since they're less tasty-- I mean huggable.
I would love to see parasited things show up differently in alien-vision but I realize that's part of the no-HUD/Hivesight trade off.
It would be cool to have vision that would change based on movement as well (ie Onos sees non-moving things really well), but I realize that's probably a whole different modding sport.
Oh hey as long as we're quintupling the number of visions, why not... dectuple them and have vision change as evolutions come in! That is, Lerk's long range vision kicks in for reals when they actually gain the Spikes ability. (I can hear the Dev now, "Sounds like a good idea for you to do yourself!" (By which they mean you, not me, since again, I don't actually know what all this entails.))
That's a good idea Clove, and it's pretty easy to generate slightly different vision.
Here's my version, more realist maybe, with reduced saturation to simulate highly sensitive rod cells, and a bit of distance blurring to simulate bad vision for playing too much video games ;)
<!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->Here's my attempt at a vision based on OP's. I'll admit I didn't know what I was doing for the first 10 minutes brute forcing results from value changes. But I'm pretty happy with the results. <!--colorc--></span><!--/colorc-->
// This is an exponent which is used to make the pulse front move faster when it gets // farther away from the viewer so that the effect doesn't take too long to complete. const float frontMovementPower = 2.0; const float frontSpeed = 8.0; const float pulseWidth = 20.0;
I'm not too fond of the cel-shading. I would prefer something like Yuuki's version but with twiliteblue's fade-to-black and possibly brighter whiteish entities.
Sidenote. All this is so exciting. I can't wait to get back to modding again when I return to Sweden in a week, after being stuck in Japan for work for almost 4 months :)
Those last ones look really nice. The darkness makes sure it itsn't to harsh on the eyes.
I don't know if it would work, but how about a full black/white image and everything organic has normal colors (evrything alien and marines). <img src="http://i1243.photobucket.com/albums/gg545/NessaJudith/2014036.jpg" border="0" class="linked-image" />
pros/cons
+Plenty of tradeoffs +relates do the vision of animals +Soothing to watch
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
I'd love it if the cloaking and blinking effects also were displayed while the alien vision is on. Is that something that can be done entirely in shader land, or would it just require more shader files and the script to call them (if so I could help with that portion)?
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1941569:date=Jun 4 2012, 10:41 PM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Jun 4 2012, 10:41 PM) <a href="index.php?act=findpost&pid=1941569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd love it if the cloaking and blinking effects also were displayed while the alien vision is on. Is that something that can be done entirely in shader land, or would it just require more shader files and the script to call them (if so I could help with that portion)?<!--QuoteEnd--></div><!--QuoteEEnd--> You will be able to see them in the new alien vision mode. There will more tweaks to alien vision in the future, possibly around the time of release, IMO.
<!--quoteo(post=1941440:date=Jun 4 2012, 05:05 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jun 4 2012, 05:05 PM) <a href="index.php?act=findpost&pid=1941440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yuuki's looks great -- anybody else think that's how ns2 should look _without_ alienvision on?<!--QuoteEnd--></div><!--QuoteEEnd-->
The vanilla game looks so washed out on my screen, with atmospherics and fog on it's really milky.
The best would be to have some standard shaders in the options (contrast, sharpening, bloom, blur, colors, ...) with reasonable parameters range. A bit like the enb series shaders injection, after a while people always come up with awesome looking parameters.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1941227:date=Jun 3 2012, 06:33 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jun 3 2012, 06:33 AM) <a href="index.php?act=findpost&pid=1941227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Those last ones look really nice. The darkness makes sure it itsn't to harsh on the eyes.
I don't know if it would work, but how about a full black/white image and everything organic has normal colors (evrything alien and marines). <img src="http://i1243.photobucket.com/albums/gg545/NessaJudith/2014036.jpg" border="0" class="linked-image" />
pros/cons
+Plenty of tradeoffs +relates do the vision of animals +Soothing to watch
-Boring to watch?<!--QuoteEnd--></div><!--QuoteEEnd-->
twiliteblue that's almost like I imagined it. Do you think it's possible to only highlight the "living" things on the screen? So only the aliens, marines and alien structures are highlighted? It will create a bit of a tradeoff to use it.
Why? You can fight marines in the dark. Where there are marine buildings, there is light. The tradeoff would be that it's harder to see marine buildings when at the same time it becomes easier to spot marines.
Let's see if I can understand and change that code... :)
I was wondering how to create and edit .fx files? It's not as easy as notepad like with lua (as far as I can tell). What do you guys use?
Great stuff btw, and thanks in advance
edit:
I just tried some of the .fx files linked in this thread and they worked in notepad. I was having trouble with the .fx files distributed with the game :S
I was wondering how to create and edit .fx files? It's not as easy as notepad like with lua (as far as I can tell). What do you guys use?
Great stuff btw, and thanks in advance
edit:
I just tried some of the .fx files linked in this thread and they worked in notepad. I was having trouble with the .fx files distributed with the game :S<!--QuoteEnd--></div><!--QuoteEEnd--> [Edit: spelling] The game engine compiles text .fx file during run time. The .fx shader distributed with the game is pre-compiled, so it cannot be edited.
<!--quoteo(post=1947692:date=Jun 29 2012, 02:36 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jun 29 2012, 02:36 PM) <a href="index.php?act=findpost&pid=1947692"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The game engine complies text .fx file during run time. The .fx shader distributed with the game is pre-compiled, so it cannot be edited.<!--QuoteEnd--></div><!--QuoteEEnd--> awesome, thanks bro
Dont fully get the installation instructions. Made a folder in my NS2 folder called mods. dragged the shaders/lua into that folder, used builder on the 'mods' folder in a new [cosmetic]alienvision mod, nothing happened, Using arkanti's alternate if that's important
Comments
1. Allow aliens to easily view Marines and Marine structures while in environments that make visual target acquisition difficult, such as a darkened room, or ink/spore/umbra occupied room.
2. Highlight models and outline scenery in a way that does not obscure, nor clash with the texture work and atmosphere already in the map, and thus allow for toggling back and forth of vision and non-vision that doesn't break up the art style in any significant way.
The vision mod that closest matches these criteria is the 'Neo-Vision' twiliteblue did on the first page (great job on all of these, by the way - they look pretty damn good). Ideally, the vision mode would become more pronounced the darker the room. Thus, in a brightly lit room, one would be able to see a faint outline over all Marines, level BSP, and structures, while in a very dark room, one would see a very pronounced outline, and a bit of shading over the actual model.
Maybe its stupid because fade and skulk etc are close combat lifeforms but that is the trade off.
The fade blinks in and have to search for the marines but when he blinks out he can easily spot his prey.
Those players who have played in early beta (around build 160) remember how difficult it was for aliens to fight in the dark. The primary purpose of dark vision was, to give aliens a combat advantage in the darkness. In fully lit rooms, Marines' powerful ranged weapons should give them a clear advantage over aliens.
@Yuuki: May I interest you in an extra special $5 Vision Enhancement Pack? ^^
I've modified "Deep Sea" version slightly to allow aliens to detect Marines in the distance, especially those on the edge of the screen. Remember to scan your surroundings often! :)
<img src="http://dl.dropbox.com/u/60032446/deepsea/v2/NS2%202012-05-31%2001-30-56-69.jpg" border="0" class="linked-image" />
<img src="http://dl.dropbox.com/u/60032446/deepsea/v2/NS2%202012-05-31%2001-30-58-50.jpg" border="0" class="linked-image" />
<img src="http://dl.dropbox.com/u/60032446/deepsea/v2/NS2%202012-05-31%2001-31-08-47.jpg" border="0" class="linked-image" />
<img src="http://dl.dropbox.com/u/60032446/deepsea/v2/NS2%202012-05-31%2001-33-12-08.jpg" border="0" class="linked-image" />
<img src="http://dl.dropbox.com/u/60032446/deepsea/v2/NS2%202012-05-31%2001-33-13-13.jpg" border="0" class="linked-image" />
If there is always more beneficial to leave alien sight on, then there is no reason to have it in the first place instead of just incoporating it in the standard alien vision. Atleast I think that's the reason. The second idea I had would still make far away marines visible, you would see something running around the corner easily, but you couldn't see exactely what with the vision on. Although I have no idea if it's posible to create, I don't know anything about shaders.
Sounds more like a pain in the ass than anything else. I'd rather have it incorporated into the standard vision than have to toggle it on/off all the time.
Isn't that like the vision mode for spotting Aliens the Predators have in the game? Sounds cool but I don't know how it would work in the game.
But it sound so cool if you see a skulk with glowing eyes (indicating he's using alien vision) running past because you're standing still.
Is it not enough of a trade to have no indication of HUD while in the alien vision?
That first one looks awesome, but the outlines of things seem a bit distracting being so bold and thick.
I'm not a modder so I'm not sure how reasonable it is for this idea, but it occurs to me that each alien class could have a unique vision effect. They are different beings with different organs, and would reasonably have different evolutionary needs. It would be a way to cue the player to play to each class' strengths and, along with the differences in movement and sounds, help get them get into character.
Lerk, for instance would need better ranged sight for shooting spikes. Skulks would have a very good vision close up since he's a kinda close-up-and-personal kinda fella. He just likes to hug marines is all. Hug the crap outta them. Buildings would perhaps not show so boldly, since they're less tasty-- I mean huggable.
I would love to see parasited things show up differently in alien-vision but I realize that's part of the no-HUD/Hivesight trade off.
It would be cool to have vision that would change based on movement as well (ie Onos sees non-moving things really well), but I realize that's probably a whole different modding sport.
Oh hey as long as we're quintupling the number of visions, why not... dectuple them and have vision change as evolutions come in! That is, Lerk's long range vision kicks in for reals when they actually gain the Spikes ability. (I can hear the Dev now, "Sounds like a good idea for you to do yourself!" (By which they mean you, not me, since again, I don't actually know what all this entails.))
-Clove
Here's my version, more realist maybe, with reduced saturation to simulate highly sensitive rod cells, and a bit of distance blurring to simulate bad vision for playing too much video games ;)
<img src="http://i.imgur.com/9CBTT.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/me5Rn.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/XhyEd.jpg" border="0" class="linked-image" />
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//const float PI = 3.14159265359;
struct VS_INPUT
{
float3 ssPosition : POSITION;
float2 texCoord : TEXCOORD0;
float4 color : COLOR0;
};
struct VS_OUTPUT
{
float4 ssPosition : POSITION;
float2 texCoord : TEXCOORD0;
float4 color : COLOR0;
};
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
float4 color : COLOR0;
};
texture baseTexture;
texture depthTexture;
float time;
float startTime;
float amount;
sampler baseTextureSampler = sampler_state
{
texture = (baseTexture);
AddressU = Wrap;
AddressV = Wrap;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
SRGBTexture = False;
};
sampler depthTextureSampler = sampler_state
{
texture = (depthTexture);
AddressU = Clamp;
AddressV = Clamp;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = None;
SRGBTexture = False;
};
/**
* Vertex shader.
*/
VS_OUTPUT SFXBasicVS(VS_INPUT input)
{
VS_OUTPUT output;
output.ssPosition = float4(input.ssPosition, 1);
output.texCoord = input.texCoord;
output.color = input.color;
return output;
}
float4 SFXDarkVisionPS(PS_INPUT input) : COLOR0
{
float2 texCoord = input.texCoord;
float2 depth1 = tex2D(depthTextureSampler, input.texCoord).rg;
float4 inputPixel = tex2D(baseTextureSampler, input.texCoord);
float4 inputPixel2 = 0*tex2D(baseTextureSampler, input.texCoord);
float x = (input.texCoord.x - 0.5) * 2;
float y = (input.texCoord.y - 0.5) * 2;
float distance = sqrt(x * x + y * y);
float3 colr;
float3 colg;
float3 colb;
float thresh = 0.5;
float power = 1;
int doColor = 0;
float fadeout = exp(0.759 - depth1.r * 0.08);
float N=7;
float blurDist = 0.004*clamp(1-fadeout,0,4)/N;
float size;
float c = 1.0/N;
for(float i = 1; i < N; i++)
{
size = blurDist*(i-N/2);
inputPixel2 += c*tex2D(baseTextureSampler, input.texCoord + float2(size,size));
}
if (depth1.g > 0.5) //entities
{
if (depth1.r < 0.15){ //mouth view
colr = float3(0.8,0.1,0.1);
colg = float3(0.1,0.8,0.1);
colb = float3(0.1,0.1,0.8);
thresh = 0.5;
power = 1;
doColor = 1;
}
else
{
// entities
colr = float3(0.95,0.00,0.05);
colg = float3(0.05,0.9,0.05);
colb = float3(0.15,0.05,0.8);
thresh = 0.3;
power = 1.7;
doColor = 1;
}
}
else //world
{
colr = float3(0.6,0.15,0.25);
colg = float3(0.35,0.5,0.15);
colb = float3(0.3,0.2,0.5);
thresh = 0.3;
power = 1.6;
doColor = 1;
}
if(doColor){
inputPixel.r = colr.r*inputPixel2.r + colr.g*inputPixel2.g + colr.b*inputPixel2.b;
inputPixel.g = colg.r*inputPixel2.r + colg.g*inputPixel2.g + colg.b*inputPixel2.b;
inputPixel.b = colb.r*inputPixel2.r + colb.g*inputPixel2.g + colb.b*inputPixel2.b;
inputPixel = pow(abs(inputPixel),power) /(pow(thresh,power) + pow(abs(inputPixel),power));
}
return inputPixel;
}
technique SFXDarkVision
{
pass p0
{
ZEnable = False;
ZWriteEnable = False;
VertexShader = compile vs_2_0 SFXBasicVS();
PixelShader = compile ps_2_0 SFXDarkVisionPS();
CullMode = None;
}
}<!--c2--></div><!--ec2-->
<img src="http://i.imgur.com/oNc0H.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/hHh6K.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/XbHPo.jpg" border="0" class="linked-image" />
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//const float PI = 3.14159265359;
struct VS_INPUT
{
float3 ssPosition : POSITION;
float2 texCoord : TEXCOORD0;
float4 color : COLOR0;
};
struct VS_OUTPUT
{
float4 ssPosition : POSITION;
float2 texCoord : TEXCOORD0;
float4 color : COLOR0;
};
struct PS_INPUT
{
float2 texCoord : TEXCOORD0;
float4 color : COLOR0;
};
texture baseTexture;
texture depthTexture;
float time;
float startTime;
float amount;
sampler baseTextureSampler = sampler_state
{
texture = (baseTexture);
AddressU = Wrap;
AddressV = Wrap;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
SRGBTexture = False;
};
sampler depthTextureSampler = sampler_state
{
texture = (depthTexture);
AddressU = Clamp;
AddressV = Clamp;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = None;
SRGBTexture = False;
};
/**
* Vertex shader.
*/
VS_OUTPUT SFXBasicVS(VS_INPUT input)
{
VS_OUTPUT output;
output.ssPosition = float4(input.ssPosition, 1);
output.texCoord = input.texCoord;
output.color = input.color;
return output;
}
float4 SFXDarkVisionPS(PS_INPUT input) : COLOR0
{
// This is an exponent which is used to make the pulse front move faster when it gets
// farther away from the viewer so that the effect doesn't take too long to complete.
const float frontMovementPower = 2.0;
const float frontSpeed = 8.0;
const float pulseWidth = 20.0;
float2 texCoord = input.texCoord;
float2 depth1 = tex2D(depthTextureSampler, input.texCoord).rg;
float4 inputPixel = tex2D(baseTextureSampler, input.texCoord);
float x = (input.texCoord.x - 0.5) * 3;
float y = (input.texCoord.y - 0.5) * 3;
float distanceSq = x * x + y * y;
float fadeout = exp(-depth1.r * 0.23 + 0.23);
const float offset = 0.005 + distanceSq * 0.005 * (1 + depth1.g);
float depth2 = tex2D(depthTextureSampler, input.texCoord + float2( offset, 0)).rg;
float depth3 = tex2D(depthTextureSampler, input.texCoord + float2(-offset, 0)).rg;
float depth4 = tex2D(depthTextureSampler, input.texCoord + float2( 0, offset)).rg;
float depth5 = tex2D(depthTextureSampler, input.texCoord + float2( 0, -offset)).rg;
float edge;
float4 edgeColor;
edge = clamp(abs(depth2.r - depth1.r) +
abs(depth3.r - depth1.r) +
abs(depth4.r - depth1.r) +
abs(depth5.r - depth1.r),
0, 8);
if (depth1.g > 0.5)
{
/*edge = depth1.g * 0.5 + (abs(depth2.g - depth1.g) +
abs(depth3.g - depth1.g) +
abs(depth4.g - depth1.g) +
abs(depth5.g - depth1.g)) * 0.5;
*/
edge = clamp(pow(edge * 6, 2), 0.01, 2.0);
if (depth1.r < 0.15){
edgeColor = float4(0.2, 0.01, 0, 0);
}
else
{
edgeColor = float4(0.5, 0.05, 0.01, 0) + float4(1.0, 0.1, 0.0, 0) * (fadeout * 8); //clamp(1 - depth1.r * 0.01, 0.2, 1);
}
}
else
{
//edge = edge + fadeout;
if (depth1.r == 0){
edgeColor = float4(0.0, 0.0, 0.0, 0);
}
else{
edgeColor = float4(0.15, 0.25, 0.0, 0) * fadeout; //float4(0.32, 0.48, 0.2, 0);
}
}
/*float edge = (abs(depth2 - depth1.r) +
abs(depth3 - depth1.r) +
abs(depth4 - depth1.r) +
abs(depth5 - depth1.r)
+
abs(depth6 - depth1.r) +
abs(depth7 - depth1.r) +
abs(depth8 - depth1.r) +
abs(depth9 - depth1.r)) * 0.5;
*/
// Compute a pulse "front" that sweeps out from the viewer when the effect is activated.
float wave = cos(4 * x) + sin(4 * x);
float front = pow( (time - startTime) * frontSpeed, frontMovementPower) + wave;
float pulse = saturate((front - depth1.r * 1) / pulseWidth);
if (pulse > 0)
{
//float fadeout = 1.0/(depth1.r + 0.01);//clamp(exp(-depth1.r * 0.3), 0.01, 1);
//float heartbeat = 1.0 + cos(2.0 * time%(PI*0.8));// clamp(pow(time%1, 2), 0, 1);
const float kPulseFreq = 4;
const float kEntityPulseSpeed = 1.5;
const float kBaseMotionScalar = 0.5;
const float kEntityMotionScalar = 1;
float movement = (sin(time * kPulseFreq * (1.0 - depth1.g * kEntityPulseSpeed) - depth1.r * (kBaseMotionScalar + depth1.g * kEntityMotionScalar)) + 2) * 0.2;
float saturation = max( max(abs(inputPixel.r - inputPixel.g), abs(inputPixel.r - inputPixel.b)), abs(inputPixel.b - inputPixel.g) );
//return lerp(inputPixel, lerp(inputPixel, edgeColor * edge * movement, edge + movement), amount);
//return lerp(inputPixel, edgeColor * edge * (inputPixel + max(saturation, 0.1)), amount);
//return max(edge * edgeColor, inputPixel * 0.5);
return max(inputPixel, edge) * edgeColor;
}
else
{
return inputPixel;
}
}
technique SFXDarkVision
{
pass p0
{
ZEnable = False;
ZWriteEnable = False;
VertexShader = compile vs_2_0 SFXBasicVS();
PixelShader = compile ps_2_0 SFXDarkVisionPS();
CullMode = None;
}
}<!--c2--></div><!--ec2-->
Here are two new screen shots of my latest update:
(There are two marines, one Skulk and a Lerk in each shot. Can you spot them?)
<img src="http://dl.dropbox.com/u/60032446/deepsea/v3/NS2%202012-06-01%2000-09-55-91.jpg" border="0" class="linked-image" />
<img src="http://dl.dropbox.com/u/60032446/deepsea/v3/NS2%202012-06-01%2000-11-06-04.jpg" border="0" class="linked-image" />
I mean the "old" 3d with red and green:
<a href="http://upload.wikimedia.org/wikipedia/de/7/76/DSCM1959_Anaglyphenbrille.JPG" target="_blank">http://upload.wikimedia.org/wikipedia/de/7...yphenbrille.JPG</a>
<a href="http://www.3d-image.net/3D-images/3D-anaglyph-France-Sacre-Coeur-Basilica-Paris.png" target="_blank">http://www.3d-image.net/3D-images/3D-anagl...ilica-Paris.png</a>
Sidenote. All this is so exciting. I can't wait to get back to modding again when I return to Sweden in a week, after being stuck in Japan for work for almost 4 months :)
I don't know if it would work, but how about a full black/white image and everything organic has normal colors (evrything alien and marines).
<img src="http://i1243.photobucket.com/albums/gg545/NessaJudith/2014036.jpg" border="0" class="linked-image" />
pros/cons
+Plenty of tradeoffs
+relates do the vision of animals
+Soothing to watch
-Boring to watch?
You will be able to see them in the new alien vision mode. There will more tweaks to alien vision in the future, possibly around the time of release, IMO.
The vanilla game looks so washed out on my screen, with atmospherics and fog on it's really milky.
The best would be to have some standard shaders in the options (contrast, sharpening, bloom, blur, colors, ...) with reasonable parameters range.
A bit like the enb series shaders injection, after a while people always come up with awesome looking parameters.
I don't know if it would work, but how about a full black/white image and everything organic has normal colors (evrything alien and marines).
<img src="http://i1243.photobucket.com/albums/gg545/NessaJudith/2014036.jpg" border="0" class="linked-image" />
pros/cons
+Plenty of tradeoffs
+relates do the vision of animals
+Soothing to watch
-Boring to watch?<!--QuoteEnd--></div><!--QuoteEEnd-->
Like this?
<img src="https://dl.dropbox.com/u/60032446/gray/BlackOut.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/60032446/gray/NormalLighting.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/60032446/gray/RedLight.jpg" border="0" class="linked-image" />
Download: <a href="https://dl.dropbox.com/u/60032446/gray/DarkVision.fx" target="_blank">https://dl.dropbox.com/u/60032446/gray/DarkVision.fx</a>
Also would it be possible to have the Gorge be able to have his team mates colored or something to resemble their HP?
EG.
Red = Very Low Health
Orange = Low Health
Yellow = Moderate Health
Green = Full Health
(Doesn't need to be those colors specifically)
If so that would be awesome.
Do you think it's possible to only highlight the "living" things on the screen? So only the aliens, marines and alien structures are highlighted? It will create a bit of a tradeoff to use it.
Why? You can fight marines in the dark.
Where there are marine buildings, there is light.
The tradeoff would be that it's harder to see marine buildings when at the same time it becomes easier to spot marines.
Let's see if I can understand and change that code... :)
I was wondering how to create and edit .fx files? It's not as easy as notepad like with lua (as far as I can tell). What do you guys use?
Great stuff btw, and thanks in advance
edit:
I just tried some of the .fx files linked in this thread and they worked in notepad. I was having trouble with the .fx files distributed with the game :S
I was wondering how to create and edit .fx files? It's not as easy as notepad like with lua (as far as I can tell). What do you guys use?
Great stuff btw, and thanks in advance
edit:
I just tried some of the .fx files linked in this thread and they worked in notepad. I was having trouble with the .fx files distributed with the game :S<!--QuoteEnd--></div><!--QuoteEEnd-->
[Edit: spelling] The game engine compiles text .fx file during run time. The .fx shader distributed with the game is pre-compiled, so it cannot be edited.
awesome, thanks bro
Make a copy of the original maybe.
I've been using a modified version of this one for some weeks, it works well, and the game looks much better:
<img src="http://i.imgur.com/9CBTT.jpg" border="0" class="linked-image" />