<!--quoteo(post=1831770:date=Feb 12 2011, 07:33 PM:name=Supernorn)--><div class='quotetop'>QUOTE (Supernorn @ Feb 12 2011, 07:33 PM) <a href="index.php?act=findpost&pid=1831770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There was a little exclusive update on NS2's facebook page, not sure if you guys noticed. The final alien vision mode:<!--QuoteEnd--></div><!--QuoteEEnd-->
Correction :P
''Current version of the NS2 alien vision mode. Hoping it will go in the patch on Tuesday. Wicked!''
how about this? I reduced the saturation, changed the color (of the non-red parts), made it darker and darkened the corners additionally. [attachment=35990:aview.jpg] very quick and very dirty but you get the idea.
The duller colour is an improvement on the bright green. I'm not sure about making the edges darker - this is supposed to be a natural ability they have rather than some kinda nightvision goggles.
Saw the video and here to post my feedback if you haven't decided how you want to implement it.
At 5:11 on the video is almost perfect. Definitely like the sonar idea.
When the alien player goes into "detect mode" the player should be almost blind to everything around him and almost no noise should be heard other then maybe the internal organs of the alien itself. Then the sonar pulse happens and creates a creepy "organic" scanning sound that ripples outward and lights up the area.
The wave should move slowly through the hallways and allow the alien player to see the wave even if its on the other side of a wall it had already pasted.
When the wave passes over a Marine the alien player should see a glow of the heart and the nervous system of the marine and also hear a creepy human heart.
The wave detects were the marines are at near you but the trade off is that the wave is moving slowly enough that its "delayed inlet"
This vision mode should be used to get a drop on the marines and should NOT be useful during combat.
<!--quoteo(post=1831770:date=Feb 12 2011, 08:33 PM:name=Supernorn)--><div class='quotetop'>QUOTE (Supernorn @ Feb 12 2011, 08:33 PM) <a href="index.php?act=findpost&pid=1831770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There was a little exclusive update on NS2's facebook page, not sure if you guys noticed. The final alien vision mode:
edit: spend the last few minutes, after realizing it would fit, to look for a viewmode video of a predator. couldnt find one that incorporated the real one, only avp2010 movies where they don't have that subliminial underwater soundfilter.
edit 2: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The wave detects were the marines are at near you but the trade off is that the wave is moving slowly enough that its "delayed inlet"
This vision mode should be used to get a drop on the marines and should NOT be useful during combat.<!--QuoteEnd--></div><!--QuoteEEnd--> I don't think it's intended that way as aliens are supposed to be better at fighting in the dark, that's why they can destroy the power nodes in the first place.
edit 3: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If a marine is standing infront of an alien structure, like a hive, won't he be nearly invisible to an alien with the special vision mode activated?<!--QuoteEnd--></div><!--QuoteEEnd--> not when they add noticable outlines to marine aligned structures and players in this view mode.
Bad News BearJoin Date: 2011-02-08Member: 80944Members
<!--quoteo(post=1832052:date=Feb 14 2011, 04:38 AM:name=wazups2x)--><div class='quotetop'>QUOTE (wazups2x @ Feb 14 2011, 04:38 AM) <a href="index.php?act=findpost&pid=1832052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like that, it looks more like what an alien would see.<!--QuoteEnd--></div><!--QuoteEEnd-->
dunno, the grain is kinda neat, but all the contrast is washed out , you cant make out details in the distance, wih running leap you would propell youself into the unknown, or miss that vent you try to hit in that blurry mess. the original one had more definition and spartiality. yours looks realy flat
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Take two years to make a kick-ass 3D engine, detailed maps and models.
Apply a 2-colors post-processing on top.
gg<!--QuoteEnd--></div><!--QuoteEEnd-->
You can toggle it on/off like the flashlight. So fickle... Wait till you see it in action at least.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1832052:date=Feb 14 2011, 03:38 PM:name=wazups2x)--><div class='quotetop'>QUOTE (wazups2x @ Feb 14 2011, 03:38 PM) <a href="index.php?act=findpost&pid=1832052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like that, it looks more like what an alien would see.<!--QuoteEnd--></div><!--QuoteEEnd--> Heh... It looks like something out of a horror movie.
I like the gritty colour scheme, it resembles the Infected vision in L4D. Tho I think the graininess and the blur should be toned down.
<img src="http://i1177.photobucket.com/albums/x359/NESkimo/Privatecollections/ns2_viewmode/2-filmgrain.jpg" border="0" class="linked-image" /> filmgrain now fully without discoloration and distortion
<img src="http://i1177.photobucket.com/albums/x359/NESkimo/Privatecollections/ns2_viewmode/3-gradientblur.jpg" border="0" class="linked-image" /> i have to retract my statement about radial blur, it's gradient blur. i mixed it up. this version's settings are blur 10 unblurred distance 150 blurred distance 224 circle/elipse, from edge (elipse) without...
I do think the blur in the edges is required for balance in combat. It doesnt make it impossible to spot anything in peripheral vision, but you have to turn to it to perfectly see the offending object.
erh... whats with all the photoshop filter values? spark doesnt have these, even though you could maybe replicate filter functions, the values are rather pointless :p
that effect would maybe look awesome if there is whobbling and flickering like white noise on a tv in that grainyness, like some of these old light amplification nvg´s, simulating single photons hitting the retina
<!--quoteo(post=1832092:date=Feb 14 2011, 05:08 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Feb 14 2011, 05:08 PM) <a href="index.php?act=findpost&pid=1832092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I added them so people with paint.net can recreate it and tweak it around and maybe show what would befit their opinion of alien nightvision.<!--QuoteEnd--></div><!--QuoteEEnd-->
oh, i see. maybe try to make an animated gif, i guess the noise filters are quite random, recreating like 3 or 4 of the same screenshot, putting them together as animated gif might also work as neat example of what the noise will look like...
Uuh, I like the Alien-View at the 3rd minute, seems pretty-much fitting.
But the Scan-Effect at the end would be better to be blue and for the Marines, as the ScanArea-Effect. Also, I didn't notice a curve for that scan on the Ground, making it look like it's Projected as a straight Wall, instead of spherical..
On annother thing, gotta reedit some of my Account-Data for a changed eMail(old-one died).
Woaahh awesome!!! The crystals give the feeling that aliens see things microscopically, all the fibres and textures you would see under a microscope. Fantastic!!! XD <img src="http://img707.imageshack.us/img707/8617/insectsmicroscope8.jpg" border="0" class="linked-image" /> <img src="http://thumbs.dreamstime.com/thumblarge_362/1233868737V648u1.jpg" border="0" class="linked-image" /> <img src="http://img109.imageshack.us/img109/7909/insectsmicroscope15.jpg" border="0" class="linked-image" /> <img src="http://static-wtb.cheshirecat.net/wp-content/uploads//2010/01/swallow_bug_microscope.jpg" border="0" class="linked-image" /> <img src="http://www.newscientist.com/blogs/culturelab/NIKON-FINAL-SLIDE-6-insect-from-egg.jpg" border="0" class="linked-image" />
<!--quoteo(post=1832096:date=Feb 14 2011, 09:30 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Feb 14 2011, 09:30 AM) <a href="index.php?act=findpost&pid=1832096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--QuoteEnd--></div><!--QuoteEEnd--> yeah this looks cool and al but i'm not a big fan of pink hives :P Go orange
<!--quoteo(post=1832049:date=Feb 14 2011, 05:24 AM:name=devicenull)--><div class='quotetop'>QUOTE (devicenull @ Feb 14 2011, 05:24 AM) <a href="index.php?act=findpost&pid=1832049"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Forget the view changes, build 163 has hotloading of new Lua changes?<!--QuoteEnd--></div><!--QuoteEEnd-->
That's actually in for quite a while. But you cannot edit everything on the fly since some stuff simply requires a reload of the classes and that's not in.
I think the "dirty" look should be added by giving the effect more structure, right now it's very clean and soft. Not by destroying the outlines with noises. I'm afraid we'll need glasses after playing 2 hours NS2 with robb's noise-effect, even though it looks cool.
Edit: And, why should aliens and animals in general not have brillant eyes? Are only humans allowed to see sharp...?
Bad News BearJoin Date: 2011-02-08Member: 80944Members
<!--quoteo(post=1832103:date=Feb 14 2011, 09:02 AM:name=wazups2x)--><div class='quotetop'>QUOTE (wazups2x @ Feb 14 2011, 09:02 AM) <a href="index.php?act=findpost&pid=1832103"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yep, at least that's how I picture an alien would see. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
So not first contact then. I'll cancel the welcome party...
Comments
Correction :P
''Current version of the NS2 alien vision mode. Hoping it will go in the patch on Tuesday. Wicked!''
CURRENT version.
very quick and very dirty but you get the idea.
Apply a 2-colors post-processing on top.
gg
At 5:11 on the video is almost perfect. Definitely like the sonar idea.
When the alien player goes into "detect mode" the player should be almost blind to everything around him and almost no noise should be heard other then maybe the internal organs of the alien itself. Then the sonar pulse happens and creates a creepy "organic" scanning sound that ripples outward and lights up the area.
The wave should move slowly through the hallways and allow the alien player to see the wave even if its on the other side of a wall it had already pasted.
When the wave passes over a Marine the alien player should see a glow of the heart and the nervous system of the marine and also hear a creepy human heart.
The wave detects were the marines are at near you but the trade off is that the wave is moving slowly enough that its "delayed inlet"
This vision mode should be used to get a drop on the marines and should NOT be useful during combat.
<img src="http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash1/181537_10150105224768105_87948998104_6513099_7863045_n.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://img97.imageshack.us/img97/8301/rework.jpg" border="0" class="linked-image" />
modified with latest beta of paint.net
Changed Hue.
Crystalization.
Radial Blur.
Filmgrain filter, horizontal noise (0°)
edit: spend the last few minutes, after realizing it would fit, to look for a viewmode video of a predator. couldnt find one that incorporated the real one, only avp2010 movies where they don't have that subliminial underwater soundfilter.
edit 2:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The wave detects were the marines are at near you but the trade off is that the wave is moving slowly enough that its "delayed inlet"
This vision mode should be used to get a drop on the marines and should NOT be useful during combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think it's intended that way as aliens are supposed to be better at fighting in the dark, that's why they can destroy the power nodes in the first place.
edit 3:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If a marine is standing infront of an alien structure, like a hive, won't he be nearly invisible to an alien with the special vision mode activated?<!--QuoteEnd--></div><!--QuoteEEnd-->
not when they add noticable outlines to marine aligned structures and players in this view mode.
modified with latest beta of paint.net
Changed Hue.
Crystalization.
Radial Blur.
Filmgrain filter, horizontal noise (0°)<!--QuoteEnd--></div><!--QuoteEEnd-->
I like that, it looks more like what an alien would see.
o rly?
modified with latest beta of paint.net
Changed Hue.
Crystalization.
Radial Blur.
Filmgrain filter, horizontal noise (0°)<!--QuoteEnd--></div><!--QuoteEEnd-->
dunno, the grain is kinda neat, but all the contrast is washed out , you cant make out details in the distance, wih running leap you would propell youself into the unknown, or miss that vent you try to hit in that blurry mess. the original one had more definition and spartiality.
yours looks realy flat
Apply a 2-colors post-processing on top.
gg<!--QuoteEnd--></div><!--QuoteEEnd-->
You can toggle it on/off like the flashlight. So fickle... Wait till you see it in action at least.
Heh... It looks like something out of a horror movie.
I like the gritty colour scheme, it resembles the Infected vision in L4D. Tho I think the graininess and the blur should be toned down.
hue -33
saturation 80 where 100 = 0 (-20)
lightness +5
<img src="http://i1177.photobucket.com/albums/x359/NESkimo/Privatecollections/ns2_viewmode/1-crystals.jpg" border="0" class="linked-image" />
crystal cell size 2, quality 5
<img src="http://i1177.photobucket.com/albums/x359/NESkimo/Privatecollections/ns2_viewmode/2-filmgrain.jpg" border="0" class="linked-image" />
filmgrain now fully without discoloration and distortion
<img src="http://i1177.photobucket.com/albums/x359/NESkimo/Privatecollections/ns2_viewmode/3-gradientblur.jpg" border="0" class="linked-image" />
i have to retract my statement about radial blur, it's gradient blur. i mixed it up.
this version's settings are
blur 10
unblurred distance 150
blurred distance 224
circle/elipse, from edge (elipse)
without...
<img src="http://i1177.photobucket.com/albums/x359/NESkimo/Privatecollections/ns2_viewmode/4-gradientblurwithguidelines.jpg" border="0" class="linked-image" />
...with guidelines.
I do think the blur in the edges is required for balance in combat. It doesnt make it impossible to spot anything in peripheral vision, but you have to turn to it to perfectly see the offending object.
erh... whats with all the photoshop filter values?
spark doesnt have these, even though you could maybe replicate filter functions, the values are rather pointless :p
that effect would maybe look awesome if there is whobbling and flickering like white noise on a tv in that grainyness, like some of these old light amplification nvg´s, simulating single photons hitting the retina
oh, i see.
maybe try to make an animated gif, i guess the noise filters are quite random, recreating like 3 or 4 of the same screenshot, putting them together as animated gif might also work as neat example of what the noise will look like...
But the Scan-Effect at the end would be better to be blue and for the Marines, as the ScanArea-Effect.
Also, I didn't notice a curve for that scan on the Ground, making it look like it's Projected as a straight Wall, instead of spherical..
On annother thing, gotta reedit some of my Account-Data for a changed eMail(old-one died).
<img src="http://i1177.photobucket.com/albums/x359/NESkimo/Privatecollections/ns2_viewmode/crystals.png" border="0" class="linked-image" />
...filmgrain
<img src="http://i1177.photobucket.com/albums/x359/NESkimo/Privatecollections/ns2_viewmode/filmgrains.png" border="0" class="linked-image" />
<img src="http://img707.imageshack.us/img707/8617/insectsmicroscope8.jpg" border="0" class="linked-image" />
<img src="http://thumbs.dreamstime.com/thumblarge_362/1233868737V648u1.jpg" border="0" class="linked-image" />
<img src="http://img109.imageshack.us/img109/7909/insectsmicroscope15.jpg" border="0" class="linked-image" />
<img src="http://static-wtb.cheshirecat.net/wp-content/uploads//2010/01/swallow_bug_microscope.jpg" border="0" class="linked-image" />
<img src="http://www.newscientist.com/blogs/culturelab/NIKON-FINAL-SLIDE-6-insect-from-egg.jpg" border="0" class="linked-image" />
Yep, at least that's how I picture an alien would see. :)
yeah this looks cool and al but i'm not a big fan of pink hives :P Go orange
That's actually in for quite a while. But you cannot edit everything on the fly since some stuff simply requires a reload of the classes and that's not in.
Edit: And, why should aliens and animals in general not have brillant eyes? Are only humans allowed to see sharp...?
So not first contact then. I'll cancel the welcome party...