Faking Colour Bleeding in spark.

ArkArk Join Date: 2009-08-15 Member: 68489Members
edited November 2009 in NS2 General Discussion
Ok, ill try this again. :)

Been messing around try to achieve some <a href="http://en.wikipedia.org/wiki/Color_bleeding_(computer_graphics)" target="_blank">colour bleeding</a> effect using negative lights. It's similar to what Mirrors Edge has going for it, except its not baked like in ME.

<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/E3OT6am2CAo"></param><embed src="http://www.youtube.com/v/E3OT6am2CAo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

<a href="http://uploading.com/files/8mb2d4ae/gi_test.rar/" target="_blank">Heres the level</a> if you want to take a look.

Basically i've coloured the walls with bright colours to exaggerate the effect.
You create a negative light (-10 etc on the lights intensity) then you choose the inverted colour of what you want (I.e. if you want a blue colour then select a yellow colour for the light, if you want a red colour then select a cyan colour for the light, etc).

Not too sure how much could be used in real NS2 maps, benefits mainly maps that have alot of colour and you'd need to place a light every colour changing surface. It could also take a performance hit aswell if theres many lights.

But i figure it could be used to some cool effects like coloured shadows and such.

Comments

  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited November 2009
    I'm afraid my reaction is more 'awesome negative lights why doesn't hammer have them? I always wanted a moving patch of darkness' but I suppose there may be uses for this.

    Although i can't think of any, what do they use it for in mirror's edge?
  • ArkArk Join Date: 2009-08-15 Member: 68489Members
    Well in Mirrors Edge they used a tool called <a href="http://www.illuminatelabs.com/products/beast" target="_blank">Beast</a> to generate there lightmaps, but if you notice there shadows are colored and the strongly coloured surfaces bleed on other surfaces that are in close proximity.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited November 2009
    Oh you mean orange walls colour nearby crap orange.

    Yes I remember that. That was cool.

    Wouldn't it be like REALLY hard to do that here though? I mean you'd need to basically reconstruct every texture highlight with lights, which would lag horribly, and it is a bit limited in how you can place it.

    It might work for hives though, they're really green, although the DI would presumably also be green so maybe not.
  • ArkArk Join Date: 2009-08-15 Member: 68489Members
    edited November 2009
    Yeah like i mentioned earlier, it's probably too tedious and performance wise to place them on every surface. But it could have uses like you said in the hive.

    Another thing is if you look at the video as i move the main light around you'll notice that there's colour in the shadows that wouldn't be passable by just using a coloured light as you'd loose the shadows because of the lights illumination. This method allows you to add colour in the darker area of the map so the indirectly lit area's aren't always pitch black ala Doom3.
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