View Full Version : Let's talk about changing textures/Visions
LennardF1989
12-17-2007, 01:45 PM
Hi all,
With Project Stealth we want to implent a Thermal Vision within our game.
I suppose most people know how a Thermal Vision looks like.
Well, to begin with, we thought that chanching materials for everything could be a possible solution (since the Engine is quite fast). Although changing materials for StaticMeshes and such isn't a problem (SetSkin, SetMaterial, etc.), it is for brushes (the BSP level stuff). Could someone explain to me how to change the materials of brushes that are around a player? Is this even possible?
I know it might sound insane, but don't think about any possible problems yet ;)
Though, if someone knows a way better solution to implent this kind of thing, then be my guest and tell me! :)
Please note, we do not want the player running around in a level to be seen through walls.
We want everything "cold" to be displayed like a ghost on the players screen (eg. walls, floors, dead pawns), while everything thats "hot" will be yellow/red on the screen (moving players, weapons etc.).
Mr Evil
12-17-2007, 01:49 PM
Can you do this with postprocessing?
LennardF1989
12-17-2007, 01:54 PM
Can you do this with postprocessing?
I tried, but I can't make walls look like ghosts with it, and it will make everything look like one color. Though, we will use PP for a noise effect.
I would love something cody though :P
Edit: Here's a nice example of what I would like: http://image.com.com/gamespot/images/2005/024/reviews/924556_20050125_embed002.jpg
As you can see, the Pawn is "hot" whiel other stuff are mostly "cold", but you can still see the shape of a level, which makes it possible to walk through it while the vision is activated.
If someone could put me on the right track to make something look like that, I would be very pleased :D
Indeed ... I was thinking that post-processing might be the solution.
Consider that all that 'bloom'-effect really does is enhance shadows and highlights.
It kind of looks like a starligh/nightvision if you look at levels where they've over-done the effect (complete with the blinding effect if you look at bright areas).
Perhaps you could fake thermal-vision by combining that with a properly calibrated team-shader effect ?
LennardF1989
12-17-2007, 02:01 PM
Indeed ... I was thinking that post-processing might be the solution.
Consider that all that 'bloom'-effect really does is enhance shadows and highlights.
It kind of looks like a starligh/nightvision if you look at levels where they've over-done the effect (complete with the blinding effect if you look at bright areas).
Perhaps you could fake thermal-vision by combining that with a properly calibrated team-shader effect ?
That still leaves the question, how to "ghost" the walls, since changing pawn material to a "hot" material isn't soo hard todo. I looked on the internet whole day, but all I found was a topic on 3D buzz describing something for Ut2003 (it is completely useless though).
Btw. The vision still has to show depth, but no detailed textures, cold things should be 2-colored.
Edit: Are there any PP Tutorials?
Tonester
12-17-2007, 03:13 PM
I haven't put much thought into it or tried anything like this at all, but does the material editor have some way to impliment if/then statements based upon pawn/world vars? If so, you could just tell the materials to render differently depending on some var that is set for each pawn/camera/whatever.
Shambler
12-17-2007, 03:16 PM
As far as I can tell, you can't get direct access to the materials on a brush; it isn't exposed to UScript, so you will have to find some other way of getting this to work.
I wonder if it is possible to build a material that effectively is 'transparent' to the player whenever the player is has a certain item active.
Look at these tutorials :
http://www.hourences.com/book/tutorialsue3mated.htm
Tonester
12-18-2007, 01:54 AM
yeah, that is what I was kind of referring to. the materials editor has pretty good support for conditionals. Just need to find conditionals that are accessible per player/var.
There may be another (if hideously complicated) way to get the effect.
AFAIK there was a CTF-map for UT2kx that managed to show 'ghosts' of the enemy team on your side of the base and vice versa (I think it was by Angelmapper, but I can't remember the name of the map it was a good/evil-mirror universe IIRC).
You could use a similar technique with the main difference being that only those players with 'thermal vision' are somehow allowed to switch their viewpoint to the other half of the map.
UT2004's particles had a ZTest property that controlled whether the particle gets drawn on top of everything else on your canvas. Mostly useful for displaying HUD indicators using particles. Would that help?
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