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Posts posted by EO
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Hold still....this won't hurt a bit.
No mods....just for shits and giggles.
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Sulfur Mustard
PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [1,0.1,0.1,1,1,1,1,0,0.01,0.05,0.01,0.2,0.2,0.2,0.2]; PP_wetD ppEffectCommit 0; PP_colorC = ppEffectCreate ["ColorCorrections",1500]; PP_colorC ppEffectEnable true; PP_colorC ppEffectAdjust [1,1,0,[2,-0.39,2,-0.45],[2.45,-0.21,-5,0.65],[0.45,0.5,0.07,1],[0,0,0,0,0,0,4]]; PP_colorC ppEffectCommit 0; PP_film = ppEffectCreate ["FilmGrain",2000]; PP_film ppEffectEnable true; PP_film ppEffectAdjust [0.2,1,1,0.5,0.5,true]; PP_film ppEffectCommit 0;
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Chlorine Gas
PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [1,0.1,0.1,1,1,1,1,0,0.01,0.05,0.01,0.2,0.2,0.2,0.2]; PP_wetD ppEffectCommit 0; PP_colorC = ppEffectCreate ["ColorCorrections",1500]; PP_colorC ppEffectEnable true; PP_colorC ppEffectAdjust [1,1,0,[-2,2,-2,0.05],[-4.99,0.74,0.44,0.38],[0.33,0.33,0.33,-0.64],[0,0,0,0,0,0,4]]; PP_colorC ppEffectCommit 0; PP_film = ppEffectCreate ["FilmGrain",2000]; PP_film ppEffectEnable true; PP_film ppEffectAdjust [0.2,1,1,0.5,0.5,true]; PP_film ppEffectCommit 0;
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I'm sure with EO there will be more effects on the way, therefore more options to choose from :).
Speaking of which......may not be to everyone's taste....but I like it.
Dune Red Zone :
PP_chrom = ppEffectCreate ["ChromAberration",200]; PP_chrom ppEffectEnable true; PP_chrom ppEffectAdjust [0,-0.01,true]; PP_chrom ppEffectCommit 0; PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [-1.29,0.01,0.01,5,0.98,5,-2.48,-0.08,-0.08,0.02,-0.16,-0.15,0.04,0.2,0.2]; PP_wetD ppEffectCommit 0; PP_colorC = ppEffectCreate ["ColorCorrections",1500]; PP_colorC ppEffectEnable true; PP_colorC ppEffectAdjust [0.63,0.81,-0.01,[-2,2,2,-0.06],[1.27,-0.27,-5,0.9],[0.21,0.07,0.68,0.75],[0,1,-0.06,0.02,0,1,5]]; PP_colorC ppEffectCommit 0; PP_film = ppEffectCreate ["FilmGrain",2000]; PP_film ppEffectEnable true; PP_film ppEffectAdjust [0.45,2.88,1.58,2,2,true]; PP_film ppEffectCommit 0;
:D
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Mods : 3CB BAF Equipment
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@zag, here is how I achieved the effect in the video...
Place a Contamination Area module down, for the purpose of this test "Area of Contamination" was set to 10m.
Then place the Environmental Effects module and set your desired effect......Now here is where I come in.... :P
Place a trigger directly over the Contamination Area module, trigger must have the same radius as the Contamination Area module......
Here are the trigger values.....
Lastly, for scenario continuity make sure your trigger On Deactivation value(in this case setFog 0.1) is the same as your mission weather settings(in this case 10%).....
This will make sure when you leave the trigger area the setFog effect will seamlessly blend back into your original weather settings.
Edit....oops, sorry for the big-ass pics.
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It kinda remind me of a gas saturated area more than fog...
^^ Got it in one man! :clap:......I'll PM you what I have, or at least how I achieved it later.....best not to clutter up the thread with unrelated info.
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Damn.....shot down in flames. :lol: but yes, I was purely coming from a SP perspective, hadn't really thought about the terror it could bring to MP.....no worries, I more or less achieved a result that works for me, so all good.
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Another little idea, may be of some value, I'll let you decide. :)
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@neofit.....I believe tortuosit's idea is for bandit AI to "simulate" looting simply by entering and searching buildings as they patrol, it's a great idea and will make bandit behaviour much more "lifelike"...."a waste of coding resources"?....not for me.....let the AI search buildings, let your mind believe they are looting.
Played a fair few A2 OA missions with TRexian's awesome building search script, I believe this behaviour is what tortuoist is after.......if i'm wrong...sue me. :lol:
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Ease up on the great ideas guys......i'm running outta likes. :lol:
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Here is a little pack of laboured breath sounds with a radioactive vibe, made them a while back to use in a mission for haleks Ravage mod, feel free to add them if they are of any use.....
https://www.dropbox.com/sh/oxr7v4kvn9uxlbv/AABRWCSXB_kyZf3ghu5oQPK-a?dl=0
:)
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In case you're planning to work more on the post process effects, you might find my ppEffect Editor useful: https://forums.bistudio.com/topic/176057-gf-post-process-effect-editor/
/shameless plug
The ones I posted were created using this awesome tool. ;)
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Any plans to add a sound effect to the player while inside zone, unprotected and taking damage.....an intermittent wheezing/spluttering or coughing perhaps.
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Only issue is doing that when you leave the area.
Once you enter the "zone"....you never leave. :581:
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The transition when entering the zone from the "standard" effect looks spectacular....^^
Have a few more effects that are ready, will post soon with some pics or a video. I'm really looking forward to this mod....more toys for the sandbox. :)
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Watched the video again in the OP and was curious how player damage is applied while in the "zone".
Will the defined "zones" have a point source or "hot spot" where exposure is strongest....something like an outer perimeter where player damage taken is slow and gradual, increasing as the player reaches the point source or "hot spot".
I have a similar idea for the ppeffects, making them more or less dynamic.....so the effect is subtle on the outer perimeter but increases as the player reaches the center point.
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Just watched that first video again....at the 15 second mark the heat haze effect makes that extremely dead goat look like it's breathing again!! :lol:
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@The Villianous Organ, too bad the wet effect can't look good (or at least acceptable) without so much overcast, but I have a simple fix; wait for it to be raining in game to enact the effect ;). Will update later today.
Man, if you can pull that off that would be very,very cool.....
In the meantime here is a much more subtle version that works well in good weather.....looks almost like a shimmering heat haze effect.
PP_chrom = ppEffectCreate ["ChromAberration",200]; PP_chrom ppEffectEnable true; PP_chrom ppEffectAdjust [0,-0.01,true]; PP_chrom ppEffectCommit 0; PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [-1.29,0.02,0.02,5,0.98,5,-2.48,-0.08,-0.08,0.02,-0.16,-0.15,0.04,0.2,0.2]; PP_wetD ppEffectCommit 0; PP_film = ppEffectCreate ["FilmGrain",2000]; PP_film ppEffectEnable true; PP_film ppEffectAdjust [1,2.47,1.58,2,2,true]; PP_film ppEffectCommit 0;
PP_chrom = ppEffectCreate ["ChromAberration",200]; PP_chrom ppEffectEnable true; PP_chrom ppEffectAdjust [0,-0.01,true]; PP_chrom ppEffectCommit 0; PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [-1.29,0.02,0.02,5,0.98,5,-2.48,-0.08,-0.08,0.02,-0.16,-0.15,0.04,0.2,0.2]; PP_wetD ppEffectCommit 0; PP_film = ppEffectCreate ["FilmGrain",2000]; PP_film ppEffectEnable true; PP_film ppEffectAdjust [1,2.47,1.58,2,2,true]; PP_film ppEffectCommit 0;
:)
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@The Villianous Organ, too bad the wet effect can't look good (or at least acceptable) without so much overcast, but I have a simple fix; wait for it to be raining in game to enact the effect ;). Will update later today.
I can rustle up another "wet" effect that looks good during good weather, easily done, just need to reign in a few values. I have another cool one that creates a refracted light effect, looks pretty neat through an overlay.
Will post later tonight. ;)
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The pictures and video from my earlier post were taken from a mission that runs a ColorCorrection from the init.sqf.....then the "zone" ppeffects were applied on top of that from the debug console.
Here is the a link to the init.sqf with the color correction I used for the screenshots and video. https://www.dropbox.com/s/np2uo4ckh2k7u8a/init.sqf?dl=0
Regarding the "wet" rad rain effect, to achieve the look from the video, the overcast values must be set to between 90-100%.....otherwise it looks like shit. :lol:
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Gotcha'....will post additional info regarding the color effect once i get back from work today, but your right the color change is to simulate a post-apo feel, should have been clearer about that, my bad.
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Those overlays look real good man.....the only downside is a don't see any sacrificial goats in any of those pics... :P
Regarding the ppeffects values, in cases 0 and 1, both ChromAberration and DynamicBlur ppEffectCreate have been increased by 1000, the same for case 2, WetDistortion and DynamicBlur ppEffectCreate have also been increased by 1000, and given that all these values return very subtle differences an increase of 1000 will fubar the end result.
Here is the amended function:
/*///////////////////////////////////////////////// Author: J.Shock File: fn_addEnviroEffects.sqf Parameters: none Return: none */////////////////////////////////////////////// switch (JSHK_contam_enviroEffectsType) do { case 0: { _chrom = ppEffectCreate ["ChromAberration",200]; _chrom ppEffectEnable true; _chrom ppEffectAdjust [-0.02,0,true]; _chrom ppEffectCommit 0; _dyna = ppEffectCreate ["DynamicBlur",500]; _dyna ppEffectEnable true; _dyna ppEffectAdjust [0.03]; _dyna ppEffectCommit 0; _film = ppEffectCreate ["FilmGrain",2000]; _film ppEffectEnable true; _film ppEffectAdjust [0.12,1.52,3.54,2,2,true]; _film ppEffectCommit 0; _unit setVariable ["JSHK_contam_enviroEffects_enabled",[_chrom,_dyna,_film]]; }; case 1: { _chrom = ppEffectCreate ["ChromAberration",200]; _chrom ppEffectEnable true; _chrom ppEffectAdjust [-1,-1,true]; _chrom ppEffectCommit 0; _dyna = ppEffectCreate ["DynamicBlur",500]; _dyna ppEffectEnable true; _dyna ppEffectAdjust [0.41]; _dyna ppEffectCommit 0; _film = ppEffectCreate ["FilmGrain",2000]; _film ppEffectEnable true; _film ppEffectAdjust [1,4.5,4.08,2,2,true]; _film ppEffectCommit 0; _unit setVariable ["JSHK_contam_enviroEffects_enabled",[_chrom,_dyna,_film]]; }; case 2: { _wet = ppEffectCreate ["WetDistortion",300]; _wet ppEffectEnable true; _wet ppEffectAdjust [-10,0,0.03,5,5,5,5,-1,-1,-1,-1,2,2,5,5]; _wet ppEffectCommit 0; _dyna = ppEffectCreate ["DynamicBlur",500]; _dyna ppEffectEnable true; _dyna ppEffectAdjust [0.36]; _dyna ppEffectCommit 0; _unit setVariable ["JSHK_contam_enviroEffects_enabled",[_wet,_dyna]]; }; default {}; };
The only other settings in my pics and vids would be changes to the weather settings, time of day, overcast skies with some fog etc....my video display settings are more or less default values.
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That's completely cool man, it's clear we all enjoy playing around with this awesome sandbox, and i have already learned a few neat tricks over the last 24 hours using ppeffects!
Regarding performance using in game post process effects, the impact is minimal to zero, I believe it's the use of particle effects that can reduce a mission to slideshow after a while. :)
Anyway, looking forward to seeing where this goes.....enjoy burning that midnight oil man!
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[WIP] Contamination Area Mod
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Been toying with a very small particle effect that will give a visual indication of a gas cloud/smog etc.......will post a video later showing it in action, then it's up to jshock if it's any good AND easy to implement into his mod. :)