<!--quoteo(post=1902822:date=Feb 13 2012, 10:22 PM:name=Plasma)--><div class='quotetop'>QUOTE (Plasma @ Feb 13 2012, 10:22 PM) <a href="index.php?act=findpost&pid=1902822"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would definitely like to see a better flashlight, take advantage of these nice lighting effects.<!--QuoteEnd--></div><!--QuoteEEnd-->
NICE LIGHITING EFFECTS GO NEW IMAGES Here's what the flashlight looks like to other people. (or to you from another person)
Standard Imma be behind you while we attack stuff, view. <img src="http://i40.tinypic.com/rfrp.jpg" border="0" class="linked-image" />
The I'M COMING TO SAVE YOU view <img src="http://i44.tinypic.com/mtb4tv.jpg" border="0" class="linked-image" />
The IMMA RUN THIS WAY view <img src="http://i43.tinypic.com/14sf88n.jpg" border="0" class="linked-image" />
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
Love this thread, hope the devs pick up on this. :) With the current ns2 flashlight it gets hard when you have to look at longer distances in total darkness. This is the solution! Thanks for making it!
I think this looks good, but I'm not sure if I'm a fan of double (or seemingly triple) the amount of lights. I need every frame I can get.
Also, most skulk attacks in dark are nothing short of a clusterf***, or a techno rave at one in the morning. Add three times the light and you could probably spot Deadmau5 in the background.
Seriously though, it may look really confusing during combat. It would be nice to see it implemented in some form and see where it goes.
<!--quoteo(post=1902852:date=Feb 13 2012, 11:51 PM:name=Krizzen)--><div class='quotetop'>QUOTE (Krizzen @ Feb 13 2012, 11:51 PM) <a href="index.php?act=findpost&pid=1902852"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think this looks good, but I'm not sure if I'm a fan of double (or seemingly triple) the amount of lights. I need every frame I can get.
Also, most skulk attacks in dark are nothing short of a clusterf***, or a techno rave at one in the morning. Add three times the light and you could probably spot Deadmau5 in the background.
Seriously though, it may look really confusing during combat. It would be nice to see it implemented in some form and see where it goes.<!--QuoteEnd--></div><!--QuoteEEnd-->
AH I see your concerns. I didn't want to go above 3 lights for the exact reason you stated. And in combat.... Trust me. It's fine. <strike>**goes ingame to get an image or 2</strike> Realizes getting combat images is difficult
Lemme explain it this way. Flaming skulks are brighter.
The flashlight is basically done. I still make little tweaks here and there. But... yeah. I'm just waiting for a dev to be like OH HEY LETS IMPLEMENT THAT INTO THE NEXT PATCH.
But if they don't, then I'll just release the files upon the date of the next NS2 patch.
but... but these latest ones look stupid. seriously. it does not look like a flashlight cone at all anymore, now its just a magical flare with cones inside cones inside cones. cant you all just wait until the new material system is implemented with the new transparencies? this might improve atmospherics aswell, and it might be possible to add these atmospheric imperfections into it, and into the laser of the sentry turrets.
im ok though with the idea of a weaker static floodlight/shoulder light on the marine torso, and a independent moving light source on the marines weapon you could upgrade to at weapons 2 or 3, that would act like the flashlights in left 4 dead..so when you reload, its everywhere but on the target
<!--quoteo(post=1902840:date=Feb 14 2012, 02:32 PM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 14 2012, 02:32 PM) <a href="index.php?act=findpost&pid=1902840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually softened the edge between the smallest circle and the middle (blue) one without losing much of the overall effect I was going for.
like.... 5 minutes ago.<!--QuoteEnd--></div><!--QuoteEEnd-->I think that's what I was trying to ask you to do before when I was waffling on about atmospherics and other such things I didn't really understand. :P
While I disagree that the new pics look "stupid" (wtf sheena, seriously? Are you <i>trying</i> to discourage him?), I must say they do look a little bit off with the 3 cones inside each other.
Have you tried it with just 2 cones (a bit of smoothing between them if possible)? I think the following video makes some excellent reference material for what would look realistic:
I've tried a lot, to get 2 cones to look nice. It either fades too much and you don't get that focused beam effect, or doesn't fade enough.
Also I'm going to be uploading an image or 2 of the most recent version in a few minutes.
OH and honestly. The laser shouldn't be a material. It could easily be a super small spotlight. And it would work a million times better that way as well.
<img src="http://i43.tinypic.com/1q4m6p.jpg" border="0" class="linked-image" /> The smallest is blurred a little more while still being focused and increased the middle (medium ring's) range a little.
<!--quoteo(post=1903143:date=Feb 15 2012, 08:02 AM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 15 2012, 08:02 AM) <a href="index.php?act=findpost&pid=1903143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OH and honestly. The laser shouldn't be a material. It could easily be a super small spotlight. And it would work a million times better that way as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
you got me wrong there, i meant material in the sense of assigning properties like a animated alpha mist layer to the atmosphere shader to give it a more uneven, irregular appereance, not just a gradient falloff. the laser itself isnt a material, but the atmosphere it travels through has material properties like density, color, and if you implement it, even texture channels where you can hook your procedural shaders up creating animated effects like wobbling mist
That last image looks REALLY good.. Perhaps do more views to preview the glaring effects.
How many of those cones are producing dynamic light (for shadows)? Will that hurt peoples performance with lower end cards? If it did, there should be a preferences option to turn it to only using 1 light perhaps.
It's using 3 lights. It doesn't seem too expensive in terms of resources.
And getting the different views requires another person. Or a little bit of coding which I'm not really interested in doing since I'm coding the flashlight
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1903158:date=Feb 14 2012, 02:57 PM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 14 2012, 02:57 PM) <a href="index.php?act=findpost&pid=1903158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But yeah I didn't fully read your post anyway. Was busy reading all the other posts that say I'm awesome.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1903169:date=Feb 14 2012, 06:15 PM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 14 2012, 06:15 PM) <a href="index.php?act=findpost&pid=1903169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's using 3 lights. It doesn't seem too expensive in terms of resources.
And getting the different views requires another person. Or a little bit of coding which I'm not really interested in doing since I'm coding the flashlight<!--QuoteEnd--></div><!--QuoteEEnd-->
*Shrug* I'm not too concerned with my rig.. but for people that are using a lower end gfx card.. in games of 8v8+
I see.. well nevertheless that last image really looks great. The only thing I could criticize is that the blue tint of the middle cone looks too "human" and may be better off with even less hue.. but I'd be okay with it the way it is.
<!--quoteo(post=1903170:date=Feb 15 2012, 07:18 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 15 2012, 07:18 AM) <a href="index.php?act=findpost&pid=1903170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LOL i died laughing... well done, again<!--QuoteEnd--></div><!--QuoteEEnd--> Same here.
<!--quoteo(post=1903518:date=Feb 15 2012, 04:47 PM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Feb 15 2012, 04:47 PM) <a href="index.php?act=findpost&pid=1903518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The current flash light is really bad, if a whole room of marines are using the flash light in a dark room it actually makes it harder to see.<!--QuoteEnd--></div><!--QuoteEEnd-->
and that's one of the reasons I made this version of the flashlight.
<!--quoteo(post=1903565:date=Feb 16 2012, 12:47 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Feb 16 2012, 12:47 AM) <a href="index.php?act=findpost&pid=1903565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really dont like this. It looks like you have 2 flying spotlights with the origin starting shortly before the light before fades out. (while its not the way you did it, it looks like that)
UWE said many times, they will add textures for lights.
I much prefer the single spotlight for now than this.
Example light: <a href="http://img80.exs.cx/img80/3483/AIHigh.jpg" target="_blank">http://img80.exs.cx/img80/3483/AIHigh.jpg</a>
Example texture: (not from the same light) <a href="http://www.packtpub.com/sites/default/files/Article-Images/2923OS_04_06.png" target="_blank">http://www.packtpub.com/sites/default/file...923OS_04_06.png</a><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1903572:date=Feb 15 2012, 07:02 PM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 15 2012, 07:02 PM) <a href="index.php?act=findpost&pid=1903572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The 3 lights arn't supposed to make it textured They're supposed to give it more range with some logic put into it. dimmest goes away first etcetc<!--QuoteEnd--></div><!--QuoteEEnd-->
btw it's actually nice to see something other than YOU ARE AWESOME.
Also for ppl that dont want to wait until the next patch:
<u>Remove atmospheric lights:</u> Natural Selection 2/ns2/lua/Marine_client.lua Line 235: local density = 0
<u>Change intensity, radius and more of your flashlight:</u> Natural Selection 2/ns2/lua/Marine.lua Line 120: self.flashlight:SetColor( Color(.8, .8, 1) ) Line 121: self.flashlight:SetInnerCone( math.rad(30) ) Line 122: self.flashlight:SetOuterCone( math.rad(35) ) Line 123: self.flashlight:SetIntensity( 5 ) Line 124: self.flashlight:SetRadius( 15 )
Note: i would consider tweaking the flashlight values cheating, atmospherics is ok - since ppl could turn it off globally in console anyway. r_atmospherics false
<!--quoteo(post=1903580:date=Feb 15 2012, 07:19 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Feb 15 2012, 07:19 PM) <a href="index.php?act=findpost&pid=1903580"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also for ppl that dont want to wait until the next patch for this:
<u>Remove atmospheric lights:</u> Natural Selection 2/ns2/lua/Marine_client.lua Line 235: local density = 0 should remove the atmospheric lights.
<u>Change intensity, radius and more of your flashlight:</u> Natural Selection 2/ns2/lua/Marine.lua Line 120: self.flashlight:SetColor( Color(.8, .8, 1) ) Line 121: self.flashlight:SetInnerCone( math.rad(30) ) Line 122: self.flashlight:SetOuterCone( math.rad(35) ) Line 123: self.flashlight:SetIntensity( 5 ) Line 124: self.flashlight:SetRadius( 15 )
Note: i would consider tweaking the flashlight values cheating.<!--QuoteEnd--></div><!--QuoteEEnd-->
Technically yes it is cheating. but removing the atmospherics completely makes the flashlight feel kind of empty to me so I left a little atmosperics in it.
And by no means is my version of the flashlight meant to be for the full release. It's just a replacement for the fact that the current flashlight doesn't do too much.
<strike>Still making tiny adjustments now and then
Just waiting for build 196 of NS2</strike>
<strike>Final revision of V1 sent to Flayra.</strike>
V2 will possibly include. Automatically dimming the light while looking at bright areas. Lights attached to your viewmodel. Smallest light turning red while looking at an enemy. (I know this is easily possible) Material stuff (if it gets implemented in 196)
Comments
NICE LIGHITING EFFECTS GO
NEW IMAGES
Here's what the flashlight looks like to other people. (or to you from another person)
Standard Imma be behind you while we attack stuff, view.
<img src="http://i40.tinypic.com/rfrp.jpg" border="0" class="linked-image" />
The I'M COMING TO SAVE YOU view
<img src="http://i44.tinypic.com/mtb4tv.jpg" border="0" class="linked-image" />
The IMMA RUN THIS WAY view
<img src="http://i43.tinypic.com/14sf88n.jpg" border="0" class="linked-image" />
With the current ns2 flashlight it gets hard when you have to look at longer distances in total darkness.
This is the solution! Thanks for making it!
like.... 5 minutes ago.
Also, most skulk attacks in dark are nothing short of a clusterf***, or a techno rave at one in the morning. Add three times the light and you could probably spot Deadmau5 in the background.
Seriously though, it may look really confusing during combat. It would be nice to see it implemented in some form and see where it goes.
Also, most skulk attacks in dark are nothing short of a clusterf***, or a techno rave at one in the morning. Add three times the light and you could probably spot Deadmau5 in the background.
Seriously though, it may look really confusing during combat. It would be nice to see it implemented in some form and see where it goes.<!--QuoteEnd--></div><!--QuoteEEnd-->
AH I see your concerns. I didn't want to go above 3 lights for the exact reason you stated.
And in combat....
Trust me.
It's fine.
<strike>**goes ingame to get an image or 2</strike>
Realizes getting combat images is difficult
Lemme explain it this way.
Flaming skulks are brighter.
It's not as bright as you think, close range.
well done sir
I'm just waiting for a dev to be like OH HEY LETS IMPLEMENT THAT INTO THE NEXT PATCH.
But if they don't, then I'll just release the files upon the date of the next NS2 patch.
but these latest ones look stupid. seriously.
it does not look like a flashlight cone at all anymore, now its just a magical flare with cones inside cones inside cones.
cant you all just wait until the new material system is implemented with the new transparencies? this might improve atmospherics aswell, and it might be possible to add
these atmospheric imperfections into it, and into the laser of the sentry turrets.
im ok though with the idea of a weaker static floodlight/shoulder light on the marine torso, and a independent moving light source on the marines weapon you could upgrade to at weapons 2 or 3, that would act like the flashlights in left 4 dead..so when you reload, its everywhere but on the target
like.... 5 minutes ago.<!--QuoteEnd--></div><!--QuoteEEnd-->I think that's what I was trying to ask you to do before when I was waffling on about atmospherics and other such things I didn't really understand. :P
While I disagree that the new pics look "stupid" (wtf sheena, seriously? Are you <i>trying</i> to discourage him?), I must say they do look a little bit off with the 3 cones inside each other.
Have you tried it with just 2 cones (a bit of smoothing between them if possible)? I think the following video makes some excellent reference material for what would look realistic:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/quyxS_TkHIU"></param><embed src="http://www.youtube.com/v/quyxS_TkHIU" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><div align='center'><a href="http://www.youtube.com/watch?v=quyxS_TkHIU" target="_blank">http://www.youtube.com/watch?v=quyxS_TkHIU</a></div>
Also I'm going to be uploading an image or 2 of the most recent version in a few minutes.
OH and honestly. The laser shouldn't be a material. It could easily be a super small spotlight. And it would work a million times better that way as well.
<img src="http://i43.tinypic.com/1q4m6p.jpg" border="0" class="linked-image" />
The smallest is blurred a little more while still being focused
and increased the middle (medium ring's) range a little.
you got me wrong there, i meant material in the sense of assigning properties like a animated alpha mist layer to the atmosphere shader to give it a more uneven, irregular appereance, not just a gradient falloff. the laser itself isnt a material, but the atmosphere it travels through has material properties like density, color, and if you implement it, even texture channels where you can hook your procedural shaders up creating animated effects like wobbling mist
Files.
laser.material
laser.dds
**edits laser.dds in paint.net**
But yeah I didn't fully read your post anyway.
Was busy reading all the other posts that say I'm awesome.
How many of those cones are producing dynamic light (for shadows)? Will that hurt peoples performance with lower end cards? If it did, there should be a preferences option to turn it to only using 1 light perhaps.
And getting the different views requires another person.
Or a little bit of coding which I'm not really interested in doing since I'm coding the flashlight
Was busy reading all the other posts that say I'm awesome.<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL i died laughing...
well done, again
And getting the different views requires another person.
Or a little bit of coding which I'm not really interested in doing since I'm coding the flashlight<!--QuoteEnd--></div><!--QuoteEEnd-->
*Shrug* I'm not too concerned with my rig.. but for people that are using a lower end gfx card.. in games of 8v8+
I see.. well nevertheless that last image really looks great. The only thing I could criticize is that the blue tint of the middle cone looks too "human" and may be better off with even less hue.. but I'd be okay with it the way it is.
Make the flashlight dim itself of excess light when aimed at bright areas.
BAM
<!--quoteo(post=1903170:date=Feb 15 2012, 07:18 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 15 2012, 07:18 AM) <a href="index.php?act=findpost&pid=1903170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LOL i died laughing...
well done, again<!--QuoteEnd--></div><!--QuoteEEnd-->
Same here.
and that's one of the reasons I made this version of the flashlight.
UWE said many times, they will add textures for lights.
I much prefer the single spotlight for now than this.
Example light:
<a href="http://img80.exs.cx/img80/3483/AIHigh.jpg" target="_blank">http://img80.exs.cx/img80/3483/AIHigh.jpg</a>
Example texture: (not from the same light)
<a href="http://www.packtpub.com/sites/default/files/Article-Images/2923OS_04_06.png" target="_blank">http://www.packtpub.com/sites/default/file...923OS_04_06.png</a><!--QuoteEnd--></div><!--QuoteEEnd-->
They're supposed to give it more range with some logic put into it.
dimmest goes away first etcetc<!--QuoteEnd--></div><!--QuoteEEnd-->
btw it's actually nice to see something other than YOU ARE AWESOME.
<u>Remove atmospheric lights:</u>
Natural Selection 2/ns2/lua/Marine_client.lua
Line 235: local density = 0
<u>Change intensity, radius and more of your flashlight:</u>
Natural Selection 2/ns2/lua/Marine.lua
Line 120: self.flashlight:SetColor( Color(.8, .8, 1) )
Line 121: self.flashlight:SetInnerCone( math.rad(30) )
Line 122: self.flashlight:SetOuterCone( math.rad(35) )
Line 123: self.flashlight:SetIntensity( 5 )
Line 124: self.flashlight:SetRadius( 15 )
Note: i would consider tweaking the flashlight values cheating, atmospherics is ok - since ppl could turn it off globally in console anyway. r_atmospherics false
<u>Remove atmospheric lights:</u>
Natural Selection 2/ns2/lua/Marine_client.lua
Line 235: local density = 0 should remove the atmospheric lights.
<u>Change intensity, radius and more of your flashlight:</u>
Natural Selection 2/ns2/lua/Marine.lua
Line 120: self.flashlight:SetColor( Color(.8, .8, 1) )
Line 121: self.flashlight:SetInnerCone( math.rad(30) )
Line 122: self.flashlight:SetOuterCone( math.rad(35) )
Line 123: self.flashlight:SetIntensity( 5 )
Line 124: self.flashlight:SetRadius( 15 )
Note: i would consider tweaking the flashlight values cheating.<!--QuoteEnd--></div><!--QuoteEEnd-->
Technically yes it is cheating.
but removing the atmospherics completely makes the flashlight feel kind of empty to me so I left a little atmosperics in it.
And by no means is my version of the flashlight meant to be for the full release.
It's just a replacement for the fact that the current flashlight doesn't do too much.
Just waiting for build 196 of NS2</strike>
<strike>Final revision of V1 sent to Flayra.</strike>
V2 will possibly include.
Automatically dimming the light while looking at bright areas.
Lights attached to your viewmodel.
Smallest light turning red while looking at an enemy. (I know this is easily possible)
Material stuff (if it gets implemented in 196)