[Theory] Drastic dark areas? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [Theory] Drastic dark areas? (/thread-18696.html) |
RE: [Theory] Drastic dark areas? - Steve - 10-09-2012 (10-09-2012, 09:31 AM)Dutton Wrote: Isn't the Insanity_shadow01.(tga) how do you actually use these anyway? RE: [Theory] Drastic dark areas? - The chaser - 10-09-2012 (10-09-2012, 02:27 PM)Steve Wrote:Easy: you make a folder with the texture, you create a .mat file and that's it. The billboards are useful for making light effects and other stuff.(10-09-2012, 09:31 AM)Dutton Wrote: Isn't the Insanity_shadow01.(tga) RE: [Theory] Drastic dark areas? - Damascus - 10-09-2012 (10-09-2012, 08:48 AM)The chaser Wrote: There was a insanity shadow in the amnesia folder. It scared the s**t out of me because the shape was human. You could set it active and then the darkness would progress. That way, you could see a human shadow surrounded by darkness. That's very creepy.Where would this be? I can't seem to find it. RE: [Theory] Drastic dark areas? - Robby - 10-09-2012 /graphics/insanity Right there. TGA file. Unless I'm wrong. RE: [Theory] Drastic dark areas? - The chaser - 10-09-2012 Yep. Err... you could do a model without a shape with the texture of the shadow. That way, you could make an entity for it and you could set it active anytime. I could do it for you, I don't think it's hard. Blender, plane, stuff (by stuff I mean the process of making the model and texturing it ) and there you have it. RE: [Theory] Drastic dark areas? - The chaser - 10-14-2012 Today, travelling by the immensity of the engine scripts, I found this: void SetFogActive(bool abActive); Enables\Disables the global fog. void SetFogColor(float afR, float afG, float afB, float afA); afR - red value afG - green value afB - blue value afA - alpha value void SetFogProperties(float afStart, float afEnd, float afFalloffExp, bool abCulling); afStart - how many meters from the camera should the fog begin afEnd - how many meters from the camera should the fog reach full thickness afFalloffExp - the amount by which the thinkness increases abCulling - whether occlusion culling is active for the fog; this prevents objects behind the fog from being loaded This could answer to the fog. Damascus, you could make a lot of fog areas and, slowly, making them visible. It requires a lot of scripting, but... RE: [Theory] Drastic dark areas? - Damascus - 10-14-2012 Well those are all just for the global fog, so it affects everything. XD And I've actually played around with these before and unfortunately don't make any gradual change. It just suddenly and abruptly turns it on, or to its new values. Thanks anyway, though! RE: [Theory] Drastic dark areas? - The chaser - 10-15-2012 Or... you can do 2 things: 1: Fading out, changing the global fog and fading in. (Meh.) 2: Creating particle systems at entities (like sewer_fog) with black color, and, slowly, making them so they get close to the player (with timers). So, making more areas, if you get nearer to the darkness, you die. (I love this one) My dream is to be a film director, so I always get more and more evil ideas for the horror genre If you need help with ideas, tell me, Damascus. RE: [Theory] Drastic dark areas? - Wapez - 10-15-2012 Make a lot of fog areas in a row. Then change them one after one, starting with the one located far away from the player, then every half second or so you change the next area, bringing the effects of darkness coming closer. More areas=more scripting=better result. Less areas=less scripting=worse result. RE: [Theory] Drastic dark areas? - The chaser - 10-15-2012 There isn't a script for fog areas, if there was it would be used already. Anyway, it's ok too. The only scripts available are for global fog. |