Colored Screen - 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: Colored Screen (/thread-9471.html) |
Colored Screen - diabi85 - 07-29-2011 Hi guys! Do you know if there is a way to make the screen colored while playing? Something like when you're running out of health, but without having to modify the health and using custom colors. I know I can modify the color of lights, but I'm looking for something like a colored filter. Thanks! RE: Colored Screen - Khyrpa - 07-29-2011 FadeSepiaColorTo(float afAmount, float afSpeed); you could try that out and see if its what you want. RE: Colored Screen - diabi85 - 07-29-2011 (07-29-2011, 02:21 PM)Khyrpa Wrote: FadeSepiaColorTo(float afAmount, float afSpeed); Thanks for the quick reply! Unfortunately that's not what I want. I'm looking for a way to change the RGB values, so I can make the screen whatever color I want. RE: Colored Screen - Kyle - 07-29-2011 You would have to to place a box light that covers everything in the level and keep it at a somewhat low number for light value (like 0.2 for dark, 0.4 for mid, and 0.7 for bright, and 1.0 for max). Then use this to change the value of it: Code: FadeLightTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime); Changes the properties of a light. asLightName - internal name afR - red value afG - green value afB - blue value afA - alpha value afRadius - radius of the light. -1 means keeping the radius afTime - time in seconds until change is done Then you could use it to change back to the original lighting etc. RE: Colored Screen - diabi85 - 07-30-2011 (07-29-2011, 02:54 PM)Kyle Wrote: You would have to to place a box light that covers everything in the level and keep it at a somewhat low number for light value (like 0.2 for dark, 0.4 for mid, and 0.7 for bright, and 1.0 for max). Then use this to change the value of it: Thanks, that worked pretty well! Anyway, do you know if I can also change the color of the screen when the player is close to death? (let's say I want it blue instead of red) It seems I can change the noise frequency (in "game.cfg"), but when I change the color values the color keeps being red! RE: Colored Screen - Your Computer - 07-30-2011 (07-30-2011, 02:00 PM)diabi85 Wrote: Anyway, do you know if I can also change the color of the screen when the player is close to death? (let's say I want it blue instead of red)Use a timer to constantly call a function that gets the players health and act accordingly. This is assuming you have a boxlight covering the area. Also, make sure the time interval is greater than 0 and that the function calls itself. RE: Colored Screen - diabi85 - 07-31-2011 (07-30-2011, 08:32 PM)Your Computer Wrote:(07-30-2011, 02:00 PM)diabi85 Wrote: Anyway, do you know if I can also change the color of the screen when the player is close to death? (let's say I want it blue instead of red)Use a timer to constantly call a function that gets the players health and act accordingly. This is assuming you have a boxlight covering the area. Also, make sure the time interval is greater than 0 and that the function calls itself. Problem: whenever the health is lower than 50 the game applies a sort of red filter that covers everything else and becomes stronger as the health is closer to 0. The result is a mix between the color of the box light and the red filter. The responsibles I think are some texture I found in the 'hud' folder (inside 'graphics') called 'hud_hurt_noise', and in 'game.cfg' there are some values to tweak (but as I said before changing the color doesn't make anything). Any idea about how "switch off" this effect? ( or at least how to control it!) |