Ryujin 0 Posted April 12, 2008 Hey, as you may know, I'm working on a stryker pack. One element I'm trying simulate is accurate CROWs optics with IR. However, I'd like a bit of assistance here. The basic plan is to start with turning everything black and white (mapfact style), however, then making it actual IR by making anything with players or AI (soldiers, vehicles) glow white. I'm wondering how to make them glow and I've got two theories: 1. Can I add new semi transparent layer (like blood/damage tex) thats white with a glow (I think thats a material property)? 2. Can I directly add a glow (not a lightsource) to the object? Like light him up without a light source? Either way it has to be something client side toggled by IR on/off. Thanks, Ryujin Share this post Link to post Share on other sites
Ryujin 0 Posted April 12, 2008 Well, heres what I got with texture replacement so far. Lots O nasty scripting and a setAperture fiddling. Share this post Link to post Share on other sites
.kju 3245 Posted April 12, 2008 Can you please share your approach? It is sort of doable with changing textures of every unit that you want to shine with correct rvmats AFAIK. The other option is to use lightsources that you dont want to use. Share this post Link to post Share on other sites
Ryujin 0 Posted April 12, 2008 Well, I'm gonna try a couple new approachs so that it works with all units, will update later if it works. Share this post Link to post Share on other sites
Panda-PL- 0 Posted April 12, 2008 Light sources do not work. They are only rendered at short distance and skipped at range - depending on their power. The texture thing is cool, but how do you switch it back to original one? Is there a GetObjectTexture command? Share this post Link to post Share on other sites
Ryujin 0 Posted April 12, 2008 I'm working on the best way to do that atm, doing a little experimentation Share this post Link to post Share on other sites
Gargantua 0 Posted April 12, 2008 Quote[/b] ]I'm working on the best way to do that atm, doing a little experimentation And what are ideas ? cause changing materials on all the objects... gotta need reconfiguring all the units and a lot of scripting. am i wrong ? i wonder if playing around with NV shader can give any good results ? Share this post Link to post Share on other sites
Ryujin 0 Posted April 12, 2008 I played around with the setapature to get the black/white effect, used solid white tex on guys on a moonless night. I'm thinking an easy way to get guys to turn white on command is to basically to remove the color maps. It'll work on every unit (ideally) and the rvmat will keep the basic details on em. To keep the no lighting effect it'll maybe client side change the date and time to a moonless night (small sacrifice for good IR). I'm also wondering if there's a way to disable dynamic lights (headlights lighting up stuff for example, which you wouldn't see in IR). Share this post Link to post Share on other sites
Gargantua 0 Posted April 13, 2008 Quote[/b] ]I'm thinking an easy way to get guys to turn white on command is to basically to remove the color maps. It'll work on every unit (ideally) and the rvmat will keep the basic details on em and how will you do this ? rework every single unit to be able to switch textures (via setobjecttexture) ? or there's far easier solution ? btw there's a youtue video of AC130 - that guy was working on similiar IR effect Share this post Link to post Share on other sites