Author Topic: How to Add Bloom? (Post_processing.tbl?)  (Read 1393 times)

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How to Add Bloom? (Post_processing.tbl?)
So, I'm staring at this page on the wiki (http://www.hard-light.net/wiki/index.php/Post_processing.tbl), and I don't see any straightforward way to add the bloom effect I see in some of the cooler screenshots. A few of my explosions are really bright, and a little bit of bloom should make them feel even more devastating.

Also, on a slightly related note, as to not clog up the forum with unnecessary posts chasing problems that are probably simple to solve:

The helios bomb makes the screen flash to white if you are looking at the blast. Where is the code that controls that behavior? I have other weapons that require that effect. One of them is not even a bomb, it's a primary that shoots antimatter at stuff.
« Last Edit: December 10, 2016, 04:18:15 pm by Erebus Alpha »
"Obviously the meson bomb is a form of cat-toast-device, with the buttered toast inverted, so that the cat and toast both fly in the direction of gravity much faster than expected. By introducing artificial gravity, a pair of cat-toast perpetual motion accelerator units can be made to collide with one another, and they produce an unimaginably devastating explosion. Both cats are named 'Meson'."

 - Wikileaks 2383

 
Re: How to Add Bloom? (Post_processing.tbl?)
AFAIK Bloom is user controlled through the bloom_intensity (0-200) flag rather than table controlled.
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Offline AdmiralRalwood

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Re: How to Add Bloom? (Post_processing.tbl?)
The helios bomb makes the screen flash to white if you are looking at the blast. Where is the code that controls that behavior? I have other weapons that require that effect. One of them is not even a bomb, it's a primary that shoots antimatter at stuff.
You're probably thinking of the effect caused by the MediaVPs' explosion flash script. Open up MV_Effects.vp and look for data/tables/mv_exp-sct.tbm and data/config/mv_wep_exp_flashes.cfg.
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<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

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<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.