Discuss the development of Reality Factory 2
-
paradoxnj
- RF2 Dev Team
- Posts: 1328
- Joined: Wed Mar 01, 2006 7:37 pm
- Location: Brick, NJ
-
Contact:
Post
by paradoxnj » Fri Apr 09, 2010 4:31 pm
I got the compositor working. It's fully scriptable so you can turn on and turn off compositors when you want to. Here is a simple edge detection compositor that sharpens the edges of the models to give a more defined look. I also included a couple of other samples including night vision.
For those who compile the code...you can use any one of the compositors in the media\materials\scripts\Examples.compositor script. The list is:
- Bloom
- Glass
- Old TV
- B&W
- Embossed
- Sharpen Edges
- Invert
- Posterize
- Laplace
- Tiling
- Old Movie
- HDR
- Gaussian Blur
- Radial Blur
- ASCII
- Halftone
- Night Vision
- Dither
I updated the binaries to reflect the addition of the compositor. Please
download them again.
-
Attachments
-
- My Test Game04092010_104813646.png
- Night Vision compositor
- (696.4 KiB) Not downloaded yet
-
- My Test Game04092010_104559199.png
- Old TV Compositor
- (974.79 KiB) Not downloaded yet
-
- My Test Game04092010_102927035.png
- With compositor
- (1.31 MiB) Not downloaded yet
-
- My Test Game04092010_102923232.png
- Without compositor
- (706.69 KiB) Not downloaded yet
Many Bothans died to bring you this signature....
-
zany_001
- Posts: 1047
- Joined: Fri Mar 02, 2007 8:36 am
- Location: Aotearoa
Post
by zany_001 » Sun Apr 18, 2010 2:54 am
Looks good. When I have a bit of time I'll make a better robot for RF2 if you want
Once I was sad, and I stopped being sad and was awesome instead.
True story.
-
Gamemaker
- Posts: 266
- Joined: Fri Aug 08, 2008 3:00 pm
- Location: Estonia
-
Contact:
Post
by Gamemaker » Sun Apr 18, 2010 2:05 pm
zany_001 wrote:Looks good. When I have a bit of time I'll make a better robot for RF2 if you want
Can I try my skills on making rf robot?
-
GMer
- Posts: 329
- Joined: Thu Oct 25, 2007 4:49 pm
- Location: On the rock in the 3rd solar orbit.
Post
by GMer » Mon Apr 19, 2010 12:57 am
Am I interpreting this correctly? Being able to blur the outlines of a model? That sounds awesome!
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched.
Whoops!
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
-
paradoxnj
- RF2 Dev Team
- Posts: 1328
- Joined: Wed Mar 01, 2006 7:37 pm
- Location: Brick, NJ
-
Contact:
Post
by paradoxnj » Mon Apr 19, 2010 3:20 pm
That depends on what you are interpreting.
Post screen shaders work on the scene as a whole.
Many Bothans died to bring you this signature....
-
GMer
- Posts: 329
- Joined: Thu Oct 25, 2007 4:49 pm
- Location: On the rock in the 3rd solar orbit.
Post
by GMer » Mon Apr 19, 2010 7:47 pm
Yay, blurring! Now games can look more realistic!
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched.
Whoops!
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
-
tgrech
- Posts: 18
- Joined: Wed Nov 18, 2009 8:32 pm
Post
by tgrech » Mon Apr 19, 2010 8:00 pm
Am i correct in saying to get the effects you press the C V B and N buttons. Or is there more?
-
paradoxnj
- RF2 Dev Team
- Posts: 1328
- Joined: Wed Mar 01, 2006 7:37 pm
- Location: Brick, NJ
-
Contact:
Post
by paradoxnj » Mon Apr 19, 2010 8:26 pm
Those effects are assigned to keys via the main.nut script function "onKeyDown()".
There are more. The list is in the original post in this thread. You can edit the main.nut script to assign a key to the other effects if you want. You can also make your own if you are good with Ogre and shaders. Check out the documentation for the Ogre Compositor framework.
Many Bothans died to bring you this signature....