View Full Version : Deep bullet time effect changes
ThinRedPaste
04-30-2004, 04:32 PM
Just wondering, is it possible to make it so that as you get deeper into bullet time, the recolor and blur effects change? if so, How would i go about that?
Canada_Dry
04-30-2004, 04:53 PM
yeah, open up remap.dds w/ photoshop and its a fade bar...just change the colors and play w/ it. its under the first sharedtextures folder ( i think)
ThinRedPaste
04-30-2004, 05:46 PM
thats not really waht i meant, I was hoping to make it a little bit discolored and blurry in standard bt, then get moreso as it gets more efficient. or perhaps vice versa, havent decided.
edit: forget all that; using canada's suggestion I managed to make black and white bullet time, which is even better.
ThinRedPaste
04-30-2004, 10:07 PM
update: I seem to have stumbled across cel shading through remap effects. Now I need to know how to make the remap effect permanent. anybody know?
wiggleworm
05-01-2004, 04:42 AM
Cel shading? So that everything looks like cartoon? Where?! I want it, I want it now! Tell meeeeeeeeee.
Joonas
05-01-2004, 05:57 AM
You can't make it permanent. At most, you can resend the message so that the effect stays there. If it is turned off in a level, it will be; can't be put permanent.
ThinRedPaste
05-01-2004, 01:27 PM
thats what i was afraid of.
*has it change the remap effect in frame 0 of every cinematic. argh.*
And yes, cel shading as in cartoon shading. I also have it so that bullet time looks like the box art http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Kozak
05-01-2004, 01:44 PM
do a walk anim that start that remap effect so after a cinematic you only have to walk if you want to get it again.
ThinRedPaste
05-01-2004, 03:20 PM
people had wanted to see screenies. Also, the idea of the walk anim changing the effect wont work properly; itll change it to normal from bullet time, which is black and white.
ThinRedPaste
05-01-2004, 03:24 PM
same position (paused and changed manually), with bullet time effects:
I did have it use REAL hard lighting, like the box art, but it was impossible to see what you were shooting at, so i softened it.
ThinRedPaste
05-01-2004, 07:51 PM
i decided the pics didnt do the cel shading justice; this one looks moreso:
wiggleworm
05-02-2004, 08:07 AM
They're cool, what do you do to make it do that?
Kozak
05-02-2004, 11:20 AM
Remap effect doesn't seem to do anything when I use it. Can anyone explain what it is used for?
Nice images btw.
MentalSentinel
05-02-2004, 11:28 AM
It's used to change the color, i can't see it either, must be my crappy video card.
ThinRedPaste
05-02-2004, 12:56 PM
if you dont notice a difference with the remap effect, its probably because you dont have the post process effects on. Thats what does the remap effects and the blurs.
to get it to do that, I messed with data\sharedtextures\remap.tga
got rid of the yellow color, and made it fade in blocks, rather than a gradual fade. then i had the bullet time remap effect set to 1,0xffffff,0 (black and white) and also set it so that when you exit bullet time, the effect is set to .35,0xffffff,0
problem with that is that you have to turn on bullet time to activate the cel shading, and cinematics turn it back off. I went through the skeleton files and added a command to turn it back on on all the cinematics where a character does an animation specifically for that cinematic, but theres some that just have characters play normal walk and turn animations. so those ones still turn off the effect. I need to find a way to keep that from happening.
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