Difference between revisions of "Talk:Vision Nocturna"
Revision as of 00:34, 25 September 2009
- hu? what do you mean? I know its got scripted elements, but thats just how i programm. --Amckern 19:17, 9 Nov 2005 (PST)
I know you said its only a first draft, but i would consider making mat_fullbright a cheat convar again, with out that, it can be exploited like crazy(you could do night vision, without the green overlay by simply entering mat_fullbright 1 in the console!) There should be a way to set a cheat cvar from code that doesn't require sv_cheats...
- There is a bit flag value for no target that I have used in another feature in nightfall, but I don’t know how to make new bit flag values, or how they operate...
Here is an easy way to change mat_fullbright without changing the FCVAR_CHEAT:
// Activate: cvar->FindVar("mat_fullbright")->SetValue(1); // Deactivate: cvar->FindVar("mat_fullbright")->SetValue(0); // Check: if (cvar->FindVar("mat_fullbright")->GetInt() == 1) // Activated else // Deactivated
This way you can keep mat_fullbright cheat-protected, but you can change it in code :). --Jerry (MrU on VERC) 02:19, 6 Dec 2005 (PST)
- True, I could make a tutorial for a shader (pixel-shader) which does the same thing, but is much better ;). --Jerry (MrU on VERC) 06:04, 6 Dec 2005 (PST)
It looks like this algorithm can run much quicker if we only load up the material (pMaterial) if we're turning night vision ON. Otherwise we're doing a costly material lookup without using it.
Azound 23:57, 15 Jan 2006 (PST)
This is definately a candidate for abstract coding because it's very simple to say "How do I make NightVision?"—ts2do 09:59, 29 Jan 2006 (PST)
Simple to say, but hard to understand. If your going to move this again, and with all your other 'edits' in the vdc, i will recomend your account to be removed.
why are you so harsh about this? abstract coding focuses on exactly what this tutorial is...turning the abstract idea of nightvision into code...—ts2do 06:51, 30 Jan 2006 (PST)
You've listed a non-shader way, and a shader way. Assuming we go and write the shader and compile it, how do we use the shader, just call the material as a screen overlay? (Assuming the VMT is set up with the proper shader) Lord Ned