Big light effect

Discussion in 'Mapping Questions & Discussion' started by Uriak, Jan 21, 2010.

  1. Uriak

    Uriak L8: Fancy Shmancy Member

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    Sorry if this has already a response somewhere.

    I don't know if many remember but older revisions of pl_repository featured a flash blinding effect when the payload reached its destination. In a different context, I'm investigating whether I could use a similar effect when firing a powerful laser beam, but I'm unsure of how to do it. The flash may be different depending a team based event, and temporary.

    Do you think it may be done via color correction entity ? HDR tuning ? Something else ? Do you know of technical issue with such a method ?
     
  2. Tapp

    Tapp L10: Glamorous Member

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    I believe it may have been a result of color correction, though I am unsure. Color correction is probably the best way to go about it, although a very large env_sprite would result in something which only blinds players looking at it (think the nukes in garrys mod)
     
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  3. Uriak

    Uriak L8: Fancy Shmancy Member

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    I've heard about this nuke, is it really done by sprite use ?
     
  4. Malcolm

    Malcolm L3: Member

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    I once saw a tutorial about that nuke-like effect on fpsbanana. I think it's really done by color correction.

    It's an interesting way to "end" a payload map. I love to blow up things!
     
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  5. Uriak

    Uriak L8: Fancy Shmancy Member

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    Couldn't find it (only one on ZM nuke prefab) but from what I read, color correction would indeed make the job. Thank you.
     
  6. Malcolm

    Malcolm L3: Member

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    I'm currently working on something similiar... and it seems like the real deal is modifying the bloom/tonemap and color correcting at the same time.
     
  7. Uriak

    Uriak L8: Fancy Shmancy Member

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    I'm not using HDR at the moment. (I consider it something to do on later stages of WIC, but I may be wrong) so I'll try it with CC only, in a first step.
     
  8. martijntje

    martijntje L8: Fancy Shmancy Member

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    how about a fog effect?, basicly you take a white fog entity with a low visability and turn it on on the moment of the explosion
     
  9. Uriak

    Uriak L8: Fancy Shmancy Member

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    Color correction : the entity seems to have falloff distance and fade in/out values, and that should make it appropriate for a finely tuned effect.
    Fog wouldn't be avoidable (I don't know if players can disable fog effect or are likely to do it) but I'm not sure it could ramp up and down;
     
  10. Nutomic

    Nutomic L11: Posh Member

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    But remember Color Correction can be disabled in the options, so a real light could probably be better that way.
     
  11. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    env_fade
     
  12. Malcolm

    Malcolm L3: Member

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    Hey! Don't ruin our ambitous plans to destroy the payload and/or the performance of our maps :p
     
  13. Tapp

    Tapp L10: Glamorous Member

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    Dynamic fog is only available in left 4 dead, I believe there is a workaround to allow dynamic color correction in tf2, I will research the possibility.
     
  14. Uriak

    Uriak L8: Fancy Shmancy Member

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    Well, color_correction is said to have very light perf cost anyway. That it's being pushed to bright values doesn't change anything in this respect... 3d hardware don't judge what we ask them to draw... what a chance ! :p

    Env_fade would work, but can it be based on distance ?
     
  15. Malcolm

    Malcolm L3: Member

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    Here is my attempt to recreate something like you mentioned :D

    [ame="http://www.youtube.com/watch?v=LI3rpDXh-UM"]YouTube- TF2 Nuke Test - First Attempt[/ame]

    Ok, the loss of color got inspired by the CoD MW2 tactical nuke, and it's still not finished, but it looks quite good.
     
  16. Uriak

    Uriak L8: Fancy Shmancy Member

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    Nice one ! :)

    I have another issue : color correction works wonderfully but .raw file packrated in the bsp don't seem to work. Any idea ? I've tried env_fade but it's less epic.

    By the way, speaking of your video, when you have a sound effect that you want louder, is there a solution with ambient_generic ? Or do I have to open and modify the wave file ? I let volume at 10, fade distance at a fair fair amount but in many case they just don't stand out as an explosion should be .
     
  17. Uriak

    Uriak L8: Fancy Shmancy Member

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    My bad, it's fixed by manually editing the path for the raw file in packrat.

    My question about sounds remains, though :)