I'd like to make a trigger which spawns some demony bad-guys on top of the player, but I'd like there to be a fade-effect during the fight (which dissipates at the end), or at the very least a screen-flash so that it isn't blatantly obvious that these creatures appear out of nowhere.
What's the command to script in a visual effect which applies to the camera?
I can't think of any in-game examples which change it on the fly to reverse-engineer myself. I'm pretty sure all Fade effects in the game are attached in the Level's buffer effects, or are used in cutscenes.
As a last-resort I could probably use a cutscene to do the transition and do a screen-flash that way, but I want it to be a quick "What the hell, ARGH!" moment.
Scripting Visual Camera Effects
Débuté par
Bibdy
, févr. 17 2010 10:35
#1
Posté 17 février 2010 - 10:35
#2
Posté 18 février 2010 - 12:22
You could also make a smokescreen type visual effect that will cover your enemy as he spawns.
#3
Posté 18 février 2010 - 12:44
Well, I can make the Fade beasts pop out of the ground. That's not too difficult. I'd just like there to be a sudden effect on the screen when the player walks over a trigger.
Going through various scripts, it doesn't seem to be possible at the moment. Only camera effect I've found so far is a screen shake.
Going through various scripts, it doesn't seem to be possible at the moment. Only camera effect I've found so far is a screen shake.
#4
Posté 18 février 2010 - 01:17
Well I did find the SetFogConditionsCustom command, which lets me ramp up the fog density and cap to make it kind of spooky, but still, a quick screen flash would be awesome.
#5
Posté 18 février 2010 - 01:35
You can also play with any of the frame buffer effects which are attached to the area's layout. da_HSVMatrix and da_bloom are standard in all areas of the main campaign, but there is also da_fade and some others which are accessible through FB_SetEffectResource and FB_SetEffectEnabled. Look at pre100_atmosphere_h.nss for context.
#6
Posté 18 février 2010 - 01:49
Ooh neato. Thanks for the tip.
#7
Posté 18 février 2010 - 05:20
Hahar! Thanks, Craig. Those settings worked like a charm.
For those that are curious, there's essentially 2 ways to manipulate the fade-effect in-game, either by changing the blur strength (0 being no blur, -3.5 being the blur you typically see - using FB_SetEffectResource), or by enabling/disabling the thing entirely (using FB_SetEffectEnabled to TRUE/FALSE), but both require the da_fade buffer effect to be enabled in the level to begin with.
Fortunately, in my case, I'm making my own levels so I have that power
Still looking for a bright flash effect for a transition, though. Things look kind of weird with all this fire and fade effect immediately appearing.
I could probably manipulate the Bloom effect to pull it off using a similar command as above, but I'd need a way to make it slowly transition over a full second, rather than immediately blind the guy then disappear.
For those that are curious, there's essentially 2 ways to manipulate the fade-effect in-game, either by changing the blur strength (0 being no blur, -3.5 being the blur you typically see - using FB_SetEffectResource), or by enabling/disabling the thing entirely (using FB_SetEffectEnabled to TRUE/FALSE), but both require the da_fade buffer effect to be enabled in the level to begin with.
Fortunately, in my case, I'm making my own levels so I have that power
Still looking for a bright flash effect for a transition, though. Things look kind of weird with all this fire and fade effect immediately appearing.
I could probably manipulate the Bloom effect to pull it off using a similar command as above, but I'd need a way to make it slowly transition over a full second, rather than immediately blind the guy then disappear.
#8
Posté 18 février 2010 - 03:29
I'd suggest mostly manipulating the da_HSVMatrix, actually. Unfortunately, quickly repeated calls of FB_SetEffectEnabled can be a bit performance heavy, but you could try and see what your results are.
Otherwise, I'd suggest trying things like initially lowering the ATM_PARAM_FB_HSV_SATURATION value and raising the ATM_PARAM_FB_HSV_CONTRAST. Then transition the fog color quickly to a dense bright color using something like ATM_Fade (either add in the appropriate 2da lines or just modify the function to accept arrays of custom parameters). Do another round of FB_SetEffectEnabled with different values (possibly playing with the bloom at bit more), then transition into your final fog color a little bit more slowly and do a final round of FB_SetEffectEnabled about halfway through the final fog transition. Play with the values at the various stages to see what works for you.
Otherwise, I'd suggest trying things like initially lowering the ATM_PARAM_FB_HSV_SATURATION value and raising the ATM_PARAM_FB_HSV_CONTRAST. Then transition the fog color quickly to a dense bright color using something like ATM_Fade (either add in the appropriate 2da lines or just modify the function to accept arrays of custom parameters). Do another round of FB_SetEffectEnabled with different values (possibly playing with the bloom at bit more), then transition into your final fog color a little bit more slowly and do a final round of FB_SetEffectEnabled about halfway through the final fog transition. Play with the values at the various stages to see what works for you.
#9
Posté 18 février 2010 - 05:17
Argh, too many buffer effects! Is it possible to enable a buffer effect without it being attached to the level? I honestly didn't try.
At the moment I have 3 attached to my level: da_bloom, da_fade and I'm messing around with da_dof (depth of field) to try and make a cool looking, blurred distant vista like your Austin folks used in ME2.
I guess I can replace da_bloom with da_hsvmatrix and mess with it that way.
At the moment I have 3 attached to my level: da_bloom, da_fade and I'm messing around with da_dof (depth of field) to try and make a cool looking, blurred distant vista like your Austin folks used in ME2.
I guess I can replace da_bloom with da_hsvmatrix and mess with it that way.
#10
Posté 23 février 2010 - 06:16
So yeah, it has to be a part of the level's 3 main buffer effects in order to be editted via script. Guess I can skip on the da_dof. It looks kinda weird, anyway.
#11
Posté 06 mars 2010 - 12:57
I'm having a little difficulty with this. I looked at the prelude script and the constants used seemed to just be straight up "da_hsvmatrix" and so on. So I tried this:
FB_SetEffectResource("da_fade","BlurStrength",100.0);
but I'm not seeing any change in-game.
EDIT: Nevermind! I forgot I was calling it in a preloadexit event; too early to be seen. Switching it to postloadexit fixed it.
FB_SetEffectResource("da_fade","BlurStrength",100.0);
but I'm not seeing any change in-game.
EDIT: Nevermind! I forgot I was calling it in a preloadexit event; too early to be seen. Switching it to postloadexit fixed it.
Modifié par FergusM, 06 mars 2010 - 01:04 .





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