Lets Make Ns Glow!

RedDragonGeckoRedDragonGecko Join Date: 2002-12-11 Member: 10564Members
edited June 2004 in NS General Discussion
<div class="IPBDescription">adding the Tron 2.0 glow effect</div> I think this would look very good and really fit in with the look and feel of ns.
Tutorial on implementing it is here <a href='http://collective.valve-erc.com/index.php?doc=1081854378-22165000' target='_blank'>http://collective.valve-erc.com/index.php?...854378-22165000</a>

and here are some screenies showing the differnce
<img src='http://collective.valve-erc.com/data/docs/1081854378-22165000/files/glow_beforeafter.jpg' border='0' alt='user posted image' />
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Comments

  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    That looks pretty good. Next, add coloured edges to normal sight and negative image to nightvision. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    It's something that could be experemented with...

    The problem I see is that it makes the brightness a little excessive. It's not the brightness, it's the effect that it produces that looks neat. Possibly, a combination of this and lower gamma might look neat.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->why<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Because it looks cool.

    Sounds like a fair enough reason to me.
  • James_DizikesJames_Dizikes Join Date: 2004-03-05 Member: 27159Members
    The effect looks similar to the "bloom" blur effect found in games like Prince of Persia: The Sands of Time and Deus Ex: Invisible War. I've read that a number of future retail games are going to implement similar graphic effects.

    The idea seems to be that a slight blur makes up for mediocre graphics. You can't see the seams between textures as well and the edges where polygons meet don't look so sharp. Considering the age of the half-life engine, I think it might be interesting to try this in a future beta.

    Is this something that map makers can use on a map to map basis, or does it need to be coded into the main architecture of the game?
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    This would make an interesting meta-mod, thats it.
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin-James Dizikes+Jun 11 2004, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (James Dizikes @ Jun 11 2004, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The effect looks similar to the "bloom" blur effect found in games like Prince of Persia: The Sands of Time and Deus Ex: Invisible War. I've read that a number of future retail games are going to implement similar graphic effects.

    The idea seems to be that a slight blur makes up for mediocre graphics. You can't see the seams between textures as well and the edges where polygons meet don't look so sharp. Considering the age of the half-life engine, I think it might be interesting to try this in a future beta.

    Is this something that map makers can use on a map to map basis, or does it need to be coded into the main architecture of the game? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It needs to be coded into the mod itself, so it lies in the hands of the devs.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-James Dizikes+Jun 11 2004, 12:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (James Dizikes @ Jun 11 2004, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is this something that map makers can use on a map to map basis, or does it need to be coded into the main architecture of the game? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It a somewhat different way.

    See the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62384' target='_blank'>Detail Textures Thread</a> in Mapping.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Looks nice from the screenshots and it's easy enough to implement, couldn't take more than a half hour of time following that guide. I would hope that Flayra tries this out for a beta, would definitely add to the atmosphere.
  • eVoxeVox Join Date: 2003-08-16 Member: 19840Members, Constellation
    oh maannnnn niceeee


    this would be awsome to have...and bring back some of the now-all-but-gone awsome atmosphere the game had


    doitdoitdoit




    :] nice find btw
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    This, along with the already implemented gamma overbrightening effect would simply make NS look too good. It would probably break a law of nature. It's just that good.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Hobojoe+Jun 11 2004, 12:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jun 11 2004, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-UKchaos+Jun 11 2004, 12:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Jun 11 2004, 12:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->why<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Because it looks cool.

    Sounds like a fair enough reason to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    there's many more pressing problems in ns, like balance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, but Flayra wouldn't have ANYTHING involved with this would he? Other than slapping in some code, the blunt of the work is up to mappers no?
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> there's many more pressing problems in ns, like balance.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    So what?

    We arent discussing its priority, just if its a good feature idea or not. Dont be so negative.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    I like this idea.

    <img src='http://www.labor.iu.edu/organizeindiana/images/clip%20art/Comic%20Thumbs%20Up%202.JPG' border='0' alt='user posted image' />
  • DuracellFishDuracellFish Join Date: 2004-05-30 Member: 29015Members
    I saw this a couple of days ago on VerC and thought the effect would look good in Natural-Selection. It would look really good in dark rooms and hall ways, I'd like to see it chucked in there! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    I dont think Flay would copy someone else's code. I might be wrong though.
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    Looks good but...
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Due to the way that this effect is being done, it will only work if the user is using OpenGL as their rendering API. In addition, their graphics card must have support for 4 texture units and fairly primitive vertex and pixel shaders. The effect was tested on an NVIDIA GeForce4 Ti 4200, and should work on the equivalent hardware of ATI.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    which isn't quite so good. Do we really want more things that'll cause differences in how people see the game? Its bad enough as it is.

    Would look nice though.
  • Sucky_DuckySucky_Ducky Join Date: 2003-05-04 Member: 16043Members
    <!--QuoteBegin-CMEast+Jun 12 2004, 09:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CMEast @ Jun 12 2004, 09:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks good but...
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Due to the way that this effect is being done, it will only work if the user is using OpenGL as their rendering API. In addition, their graphics card must have support for 4 texture units and fairly primitive vertex and pixel shaders. The effect was tested on an NVIDIA GeForce4 Ti 4200, and should work on the equivalent hardware of ATI.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    which isn't quite so good. Do we really want more things that'll cause differences in how people see the game? Its bad enough as it is.

    Would look nice though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well seeing as 99% uses OpenGL that won't be the problem but...

    The problem is not everyone has a Geforce 4 or higher... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    edited June 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem is not everyone has a Geforce 4 or higher...  <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    They said they tested it on a Geforce4. It likely goes lower though (I don't know how far back 4 texture units reaches on the graphics technology ladder).

    As for people asking to move on to more pressing matters... anything that makes the mod better deserves a place in it. This doesn't look like it takes a mind-blowingly huge amount of man-hours to implement, anyway.

    *EDIT* an important thing to remember is that NS doesn't emphasize on the same things that most horror gnere movies and games do. It's in the mapping guidelines: dramatic and beautiful mapping is encouraged, not gore and bodies slumped against tables in a perpetually dark room. This lighting could create a great contrast between bright areas and dark areas, which may help the atmosphere more than we realize at first: or it may hurt. It depends on how the product looks.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    If it's possible to make it optional then I don't see any problem with that.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I saw this effect have a dramatic effect in guildwars, I think it could look awesome in NS. I think making it optional would have to be the way to go, as I played ns with a GeForce4MX for a long time(not any more, but I still could have been) and I'd hate to see a small feature take away the game from lower end graphics cards.
  • RedDragonGeckoRedDragonGecko Join Date: 2002-12-11 Member: 10564Members
    it can easily be turned off in console, been playing a minimod for hl with the glow effect and it really looks nice.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I love it! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • MarineAnimalMarineAnimal Join Date: 2004-05-14 Member: 28676Members
    <!--QuoteBegin-RedDragonGecko+Jun 12 2004, 11:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RedDragonGecko @ Jun 12 2004, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it can easily be turned off in console, been playing a minimod for hl with the glow effect and it really looks nice. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Link.

    Plz.

    Now.

    thx.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Yes a link for that mod would be great, thanks!

    So it can be added to any mod without them having to patch it?
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    I myself think it looks cheap.

    NS doesnt need it.
  • RedDragonGeckoRedDragonGecko Join Date: 2002-12-11 Member: 10564Members
    This mini mod ( <a href='http://myweb.tiscali.co.uk/jamesleece/store/newtest.zip' target='_blank'>http://myweb.tiscali.co.uk/jamesleece/store/newtest.zip</a>
    ) allows you to play the single player half life with the glow effect.


    make sure cg.dll and cggl.dll get put in you windows/system32 directory. Everything else gets put into a new directory under halflife.

    Since the .dlls need to be modified the mod makers need to incorperate it themselfs
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Thanks for the link. With that in place, it was easy enough to move the maps, models, sprites, and sound folders over to the glow mod folder to get an idea of what NS would look like with this enabled. And I come bearing screenshots!

    <img src='http://bob.thezazi.net/bastglow01.jpg' border='0' alt='user posted image' />

    <img src='http://bob.thezazi.net/bastglow02.jpg' border='0' alt='user posted image' />

    <img src='http://bob.thezazi.net/bastglow03.jpg' border='0' alt='user posted image' />

    <img src='http://bob.thezazi.net/heraglow01.jpg' border='0' alt='user posted image' />

    <img src='http://bob.thezazi.net/heraglow02.jpg' border='0' alt='user posted image' />

    <img src='http://bob.thezazi.net/eclipseglow01.jpg' border='0' alt='user posted image' />

    Oooooh, aaaaah.

    The effect is more noticable in some shots than in others, I admit. If you decide to play with it yourself, the command cg_blur_steps will help you out. The fewer steps, the less glow. Most of these were done with a range of 1-4. The more steps, the lower your fps as well. I tried to keep a somewhat realistic range to give an idea of how the game would play with this enabled. Of course you can crank it way up and get massive glow on everything, but then your fps drops to about 5, and you'll keep wondering if there's something in your eyes that's making everything so blurry.

    Also note that you'll have to turn cheats on and then load the map, so you can noclip your way down out of the readyroom. The join team portals, obviously, don't work. Have fun!
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Thanks, Bob! Those screenies look beautiful, the one in Bast especially!

    Just a question: how hard were the FPS hits, and on what quality of graphics card? I'm asking this just out of curiousity, as if the glow was put in it would almost certainly have to be an option anyway.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    It depends on the cg_blur_steps variable. At 1, you get a tiny blur and about average fps. As it moves up, it just gets worse and worse. At cg_blur_steps 10, not only is everything so glowy that it looks like you're in a fairytale kingdom, but you don't get much more than 10 fps anywhere. This is on a gf4 ti4200, but with only a 900 mhz cpu (my 2100's a bit broken at the moment) so your mileage may vary.

    It's simple to try it yourself, if you'd like. Like I mentioned, just install that linked mini mod up there to a folder under you half-life folder. The folder name doesn't matter (I used HLGlow), it'll show up in your games list as 'tron 2.0 effect'. Then just copy the maps, sprites, and models folders wholesale from you nsp folder. (Sounds are optional, but nice to have) Then just start up the tron 2.0 effect game and type map whatever to see how it looks with the blur. Make sure cheats are on so you can noclip out of the ready room. The maps aren't perfect, of course. It doesn't understand several ns only entities, the res nodes and the particle systems, most notably. So you do get some odd blank spots. And sometimes ceilings that are set as func_seethroughs vanish completely, leaving a hole into the void. But for just getting a general idea, it works great. The only difference is that you don't have ns's nice gamma overbrightening effect to make it really glow.
  • geekanarchygeekanarchy Join Date: 2004-03-09 Member: 27244Members
    Really nice looking, I wouldn't mind playing with this. Although it might get annoying... some of those really bright spots don't look very good. Of course a beta is the best place to test it out.
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
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