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Some RF2 eye candy

Posted: Fri Apr 09, 2010 4:31 pm
by paradoxnj
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.

Re: Some RF2 eye candy

Posted: Sun Apr 18, 2010 2:54 am
by zany_001
Looks good. When I have a bit of time I'll make a better robot for RF2 if you want :P

Re: Some RF2 eye candy

Posted: Sun Apr 18, 2010 2:05 pm
by Gamemaker
zany_001 wrote:Looks good. When I have a bit of time I'll make a better robot for RF2 if you want :P
Can I try my skills on making rf robot? :)

Re: Some RF2 eye candy

Posted: Mon Apr 19, 2010 12:57 am
by GMer
Am I interpreting this correctly? Being able to blur the outlines of a model? That sounds awesome!

Re: Some RF2 eye candy

Posted: Mon Apr 19, 2010 3:20 pm
by paradoxnj
That depends on what you are interpreting. ;) Post screen shaders work on the scene as a whole.

Re: Some RF2 eye candy

Posted: Mon Apr 19, 2010 7:47 pm
by GMer
Yay, blurring! Now games can look more realistic!

Re: Some RF2 eye candy

Posted: Mon Apr 19, 2010 8:00 pm
by tgrech
Am i correct in saying to get the effects you press the C V B and N buttons. Or is there more?

Re: Some RF2 eye candy

Posted: Mon Apr 19, 2010 8:26 pm
by paradoxnj
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.