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 Black Glows, Possible and Improved 
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: Black Glows, Possible and Improved
You are completely wrong miles.
I'm using 1 to 2, not even touching negatives, they don't do what I want done. I want inversion, inversion is str=2 on white 255, 255, 255. I want black fading to inversion, black on str=2 is 130, 130, 130.
128,128,128 is the exact RGB value in the context to get a total of 1 strength, but I need it to be a slightly higher total strength to avoid the weird border between white and black, so I brightened the color a bit.

tl;dr it's 128,128,128, plus compensation for the black/white transition. Unfortunately the glitchy border/transition takes up the value that would be a perfect, completely dark black.


Last edited by Azukki on Sat Jul 31, 2010 10:03 pm, edited 2 times in total.



Thu Jul 09, 2009 5:56 am
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Joined: Wed Dec 13, 2006 5:27 am
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Location: A little south and a lot west of Moscow
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Post Re: Black Glows, Possible and Improved
Nice use of this. I was considering working on finding out a bit on the beyond 2 scale, it produces some interesting color filters that could be used.


Thu Jul 09, 2009 6:03 am
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Yeah, I'll try to figure out how those filters can be used.
As I've said before, I'm pretty sure they're hue alterations, with inverted brightness, as I've said before, while less than 0 is also a hue effect, but with no brightness effect.

I accidentally a whole cc palette is this bad?
Image
Turned into some sweet scanlines.

Now that I'm aware which filepath is which on my Glowed testing MOSParticle, onward to testing.


Thu Jul 09, 2009 6:49 am
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: Black Glows
Geti wrote:
i was thinking black, evil mist for zombies at the moment, but the fog of war came to mind due to a cirtain topic..


viewtopic.php?f=1&t=15600&start=15

:grin:

I'd be so happy if a real FoW was available. I could do my labyrinth properly!


Thu Jul 09, 2009 12:05 pm
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Joined: Sun Dec 16, 2007 12:09 am
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Location: Being The Great Juju
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Post Re: Black Glows, Possible and Improved
This could be used to make realistic low-light areas. Though it may be laggy as crap to make a huge glow that covers the map so it seems like night time. Perhaps just shove it into some small caves where light doesn't reach fully, like the one in the First Signs mission.


Thu Jul 09, 2009 2:55 pm
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Post Re: Black Glows, Possible and Improved
The problem with that though is that glow effects don't show unless their center is on-screen. This means the shadows would not show unless a particular point on them was showing.

But I think that could be remedied by making multiple glows that are screen widths/heights apart. They would be the same in effect, but would have excess on their sides and such to change their center while still affecting the same area the same way. But it would be a hassle, and an extreme hassle to make it compatible with all resolution settings.


Sat Jul 11, 2009 9:18 pm
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Post Re: Black Glows, Possible and Improved
Following the player actor is close enough, along with locking the camera to the controlled actor(disabling Q spying essentially).


Sat Jul 11, 2009 9:23 pm
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Post Re: Black Glows, Possible and Improved
mail2345 wrote:
Following the player actor is close enough, along with locking the camera to the controlled actor(disabling Q spying essentially).


We totally need to crack out a rough in game test of this. I have the maze all ready to go.


Sun Jul 12, 2009 3:35 am
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Joined: Fri Jul 10, 2009 7:31 pm
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Post Re: Black Glows
LowestFormOfWit wrote:
Geti wrote:
i was thinking black, evil mist for zombies at the moment, but the fog of war came to mind due to a cirtain topic..


viewtopic.php?f=1&t=15600&start=15

:grin:

I'd be so happy if a real FoW was available. I could do my labyrinth properly!



Certain missions could benefit if you didn't know what to expect unless you either went there or could see it with the aid of a sniper rifle.

I think Q spying takes some fun out of taking enemy bunkers.


Sun Jul 12, 2009 5:41 pm
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