twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1908619:date=Mar 1 2012, 01:09 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Mar 1 2012, 01:09 AM) <a href="index.php?act=findpost&pid=1908619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has anyone gotten this to work in 199? Am I retarded? It reverted the tweaks on patch and I went in and rechanged it exactly according to the OP (like I did before) and it won't work for me anymore :/ stuck with the vanilla alien flashlight.<!--QuoteEnd--></div><!--QuoteEEnd--> It still works. Change the values on line 402 and 407: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->line 402: local darkVisionFadeAmount = 0.5
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1909349:date=Mar 2 2012, 06:06 PM:name=2sBlind)--><div class='quotetop'>QUOTE (2sBlind @ Mar 2 2012, 06:06 PM) <a href="index.php?act=findpost&pid=1909349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do you open the .lua file? I get the "windows can not open this file" message.
Thanks!<!--QuoteEnd--></div><!--QuoteEEnd--> Decoda (can be found in the Launch Pad) is definitely the way to go as Schimmel said. However, I've also used notepad++ to quickly open and edit files.
I'd like to see someone mod the "alien vision" onto marine flashlight, but only make entities like aliens, cysts, RTs etc "glow", and make them be about 50% red with transparency, nothing else would change like it does for aliens, so we can see just what a marine "thermal vision" upgrade would look like - I think it'd be really cool to see
The toned down version isn't too bad, but I think alien vision in general shouldn't look weird.
What if it just made marines easier to see like in ns1, execept at the cost of glowing eyes to make aliens using it easier to spot? I don't play ns2 much because it doesn't run on my machine but do marines have this drawback with their flashlight? If they don't have much of a drawback, I don't see why aliens should either.
I guess some of you were waiting for this already: <a href="http://www.cgbox.com/ns2/darkvision.zip" target="_blank">Alien Vision Shader Source</a><!--QuoteEnd--></div><!--QuoteEEnd--> Yaaaaaaaaaaaaaaaaaaaaaaaaaaaay!
I guess some of you were waiting for this already: <a href="http://www.cgbox.com/ns2/darkvision.zip" target="_blank">Alien Vision Shader Source</a><!--QuoteEnd--></div><!--QuoteEEnd--> What is it and where do I stick it?
Here's some examples of the newly edited alienvision from TwiliteBlue using the source from the shader. One thing that doesn't come across in static images is that the brightness of the highlighted entities throb over time.
<b>Warehouse- Well Lit</b> <img src="http://i.imgur.com/7TAEQ.jpg" border="0" class="linked-image" />
<b>Server Room- Just as the power went down.</b> <img src="http://i.imgur.com/56YI9.jpg" border="0" class="linked-image" />
<b>The rendering difference between objects close up and far away.</b> <img src="http://i.imgur.com/JHYxE.jpg" border="0" class="linked-image" />
The broken wall thing in North Tunnel. Not showing anything off in particular here but it looks nice. <img src="http://i.imgur.com/e1R6O.jpg" border="0" class="linked-image" />
I think the surroundings are too dark. Aliens should not be handicapped by moving around in dark rooms -- that is the plight of the marines.
At the very least, the area within a certain radius around the alien (10m) would be bright, and the rest would fade into whatever brightness it would otherwise normally be.
Am I alone in thinking that the alien vision should be less well defined? I.e more "fuzzy" around the edges sort of like thermal imaging but orange instead? I just think the sharpness of the edges isn't very "alieny" ha. Well that's just me.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1933488:date=May 4 2012, 01:42 PM:name=Evo303)--><div class='quotetop'>QUOTE (Evo303 @ May 4 2012, 01:42 PM) <a href="index.php?act=findpost&pid=1933488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Am I alone in thinking that the alien vision should be less well defined? I.e more "fuzzy" around the edges sort of like thermal imaging but orange instead? I just think the sharpness of the edges isn't very "alieny" ha. Well that's just me.<!--QuoteEnd--></div><!--QuoteEEnd-->
i think the alien vision should stick with the color theme (orange). but other than that, i don't have any ideas myself how to implement it best :D i tried a lot of things in my free time, but everything felt wrong to me. (that's not the reason why i released the shader, this i did because im a fan of the modding community and this thread :P )
Vladimir Van VodkaSexy BeastJoin Date: 2010-07-30Member: 73364Members, Reinforced - Shadow
edited May 2012
May I possibly give the coders some <a href="http://www.youtube.com/watch?feature=player_detailpage&v=JpksyojwqzE#t=90s" target="_blank">Inspiration?</a>
<!--quoteo(post=1933497:date=May 5 2012, 05:18 AM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ May 5 2012, 05:18 AM) <a href="index.php?act=findpost&pid=1933497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->May I possibly give the coders some <a href="http://www.youtube.com/watch?feature=player_detailpage&v=JpksyojwqzE#t=90s" target="_blank">Inspiration?</a>
:)<!--QuoteEnd--></div><!--QuoteEEnd-->
My goal is to make a game eventually with that, haven't seen anything remotely similar to it before or after the Minecraft mod.
I would really recommend certain things to make any alien vision far more immersive and more of a trade-off then a straight upgrade, I think it would be great if texture artists/coders could test these or similar effects in different combinations and values:
<b><i>ever so slight</i> screen</b> -distortions (underwater or liquid-like effect) -particles (like the little particles inside the bubbles in the kharaa evolution menu)
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1933671:date=May 5 2012, 04:48 AM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ May 5 2012, 04:48 AM) <a href="index.php?act=findpost&pid=1933671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that looks really promising!
I would really recommend certain things to make any alien vision far more immersive and more of a trade-off then a straight upgrade, I think it would be great if texture artists/coders could test these or similar effects in different combinations and values:
<b><i>ever so slight</i> screen</b> -distortions (underwater or liquid-like effect) -particles (like the little particles inside the bubbles in the kharaa evolution menu)
Here's a look at another experimental build from TB- <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/uAAH3vfLrDk"></param><embed src="http://www.youtube.com/v/uAAH3vfLrDk" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Some of the stuff I talk about is pretty unrelated so mute away!
Not so sure about blue as a colour for aliens though - seems a bit too "techy" and not quite alien enough. Would also love to see some distortion or something at the screen edges as a trade-off.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
3 things about that video:
1) wow that looks really cool 2) but blue isn't really the alien color, orange/green fits them more 3) (big issue) there is absolutely now downside with that vision mode. I don't think alien vision should be something aliens have on all the time, there needs to be a downside. limit the distance you can see, make lit areas overlit, something, but otherwise there is no reason not to have alien vision the default vision.
Comments
It still works. Change the values on line 402 and 407:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->line 402: local darkVisionFadeAmount = 0.5
line 407: darkVisionFadeAmount = math.max( 0.5 - (Client.GetTime() - self.darkVisionEndTime) / darkVisionFadeTime, 0 )<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks!
Thanks!<!--QuoteEnd--></div><!--QuoteEEnd-->
Decoda (can be found in the Launch Pad) is definitely the way to go as Schimmel said. However, I've also used notepad++ to quickly open and edit files.
What if it just made marines easier to see like in ns1, execept at the cost of glowing eyes to make aliens using it easier to spot? I don't play ns2 much because it doesn't run on my machine but do marines have this drawback with their flashlight? If they don't have much of a drawback, I don't see why aliens should either.
I guess some of you were waiting for this already: <a href="http://www.cgbox.com/ns2/darkvision.zip" target="_blank">Alien Vision Shader Source</a>
I guess some of you were waiting for this already: <a href="http://www.cgbox.com/ns2/darkvision.zip" target="_blank">Alien Vision Shader Source</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaay!
I guess some of you were waiting for this already: <a href="http://www.cgbox.com/ns2/darkvision.zip" target="_blank">Alien Vision Shader Source</a><!--QuoteEnd--></div><!--QuoteEEnd-->
What is it and where do I stick it?
This means we can now directly change the properties of the yellow shader that overlays the screen and make it pink with purple spots, if we wish :)
<b>Warehouse- Well Lit</b>
<img src="http://i.imgur.com/7TAEQ.jpg" border="0" class="linked-image" />
<b>Server Room- Just as the power went down.</b>
<img src="http://i.imgur.com/56YI9.jpg" border="0" class="linked-image" />
<b>What nomming looks like.</b>
<img src="http://i.imgur.com/WXvIo.jpg" border="0" class="linked-image" />
<b>The rendering difference between objects close up and far away.</b>
<img src="http://i.imgur.com/JHYxE.jpg" border="0" class="linked-image" />
The broken wall thing in North Tunnel. Not showing anything off in particular here but it looks nice.
<img src="http://i.imgur.com/e1R6O.jpg" border="0" class="linked-image" />
maybe this gives some inspirations:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/EfuRqoaSml8"></param><embed src="http://www.youtube.com/v/EfuRqoaSml8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
highlight enemy but darkens surroundings.. looks pretty cool
At the very least, the area within a certain radius around the alien (10m) would be bright, and the rest would fade into whatever brightness it would otherwise normally be.
i think the alien vision should stick with the color theme (orange). but other than that, i don't have any ideas myself how to implement it best :D i tried a lot of things in my free time, but everything felt wrong to me. (that's not the reason why i released the shader, this i did because im a fan of the modding community and this thread :P )
:)
<a href="http://imageshack.us/photo/my-images/820/redlight2y.jpg/" target="_blank"><img src="http://img820.imageshack.us/img820/2716/redlight2y.th.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/7/redlightjg.jpg/" target="_blank"><img src="http://img7.imageshack.us/img7/5503/redlightjg.th.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/805/afterdark.jpg/" target="_blank"><img src="http://img805.imageshack.us/img805/4070/afterdark.th.jpg" border="0" class="linked-image" /></a>
:)<!--QuoteEnd--></div><!--QuoteEEnd-->
My goal is to make a game eventually with that, haven't seen anything remotely similar to it before or after the Minecraft mod.
<a href="http://imageshack.us/photo/my-images/820/redlight2y.jpg/" target="_blank"><img src="http://img820.imageshack.us/img820/2716/redlight2y.th.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/7/redlightjg.jpg/" target="_blank"><img src="http://img7.imageshack.us/img7/5503/redlightjg.th.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/805/afterdark.jpg/" target="_blank"><img src="http://img805.imageshack.us/img805/4070/afterdark.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
that looks really promising!
I would really recommend certain things to make any alien vision far more immersive and more of a trade-off then a straight upgrade,
I think it would be great if texture artists/coders could test these or similar effects in different combinations and values:
<b>screen edge</b>
-fade
-motionblurr
-distortion
-particles
-contrast difference
-colour swap/inversion
<b>distance</b>
-fade
-motionblurr
-distortion
-particles
-contrast difference
-colour swap/inversion
<b><i>ever so slight</i> screen</b>
-distortions (underwater or liquid-like effect)
-particles (like the little particles inside the bubbles in the kharaa evolution menu)
<b>screen</b>
-contrast change
-colour swap/inversions
It would be awesome if somebody took the time and work to see how these affect alien vision!
I would really recommend certain things to make any alien vision far more immersive and more of a trade-off then a straight upgrade,
I think it would be great if texture artists/coders could test these or similar effects in different combinations and values:
<b>screen edge</b>
-fade
-motionblurr
-distortion
-particles
-contrast difference
-colour swap/inversion
<b>distance</b>
-fade
-motionblurr
-distortion
-particles
-contrast difference
-colour swap/inversion
<b><i>ever so slight</i> screen</b>
-distortions (underwater or liquid-like effect)
-particles (like the little particles inside the bubbles in the kharaa evolution menu)
<b>screen</b>
-contrast change
-colour swap/inversions
It would be awesome if somebody took the time and work to see how these affect alien vision!<!--QuoteEnd--></div><!--QuoteEEnd-->
Those are great ideas. I'll see what I can do.
Some of the stuff I talk about is pretty unrelated so mute away!
Not so sure about blue as a colour for aliens though - seems a bit too "techy" and not quite alien enough. Would also love to see some distortion or something at the screen edges as a trade-off.
Keep it up :D
1) wow that looks really cool
2) but blue isn't really the alien color, orange/green fits them more
3) (big issue) there is absolutely now downside with that vision mode. I don't think alien vision should be something aliens have on all the time, there needs to be a downside. limit the distance you can see, make lit areas overlit, something, but otherwise there is no reason not to have alien vision the default vision.
<a href="http://dl.dropbox.com/u/60032446/DarkVision.fx.bluewaves" target="_blank">http://dl.dropbox.com/u/60032446/DarkVision.fx.bluewaves</a>
Screenshots:
<a href="http://imageshack.us/photo/my-images/690/ns22012052223594603.jpg/" target="_blank"><img src="http://img690.imageshack.us/img690/1720/ns22012052223594603.th.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/27/ns22012052223594823.jpg/" target="_blank"><img src="http://img27.imageshack.us/img27/8270/ns22012052223594823.th.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/232/ns22012052223595664.jpg/" target="_blank"><img src="http://img232.imageshack.us/img232/5744/ns22012052223595664.th.jpg" border="0" class="linked-image" /></a>
<a href="http://imageshack.us/photo/my-images/40/ns22012052300003713.jpg/" target="_blank"><img src="http://img40.imageshack.us/img40/9669/ns22012052300003713.th.jpg" border="0" class="linked-image" /></a>
Might be a tad too greyish imo though.