Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: jr2 on March 15, 2020, 05:38:13 pm

Title: Split of Soundscapes: Desaturation Effect From Beams
Post by: jr2 on March 15, 2020, 05:38:13 pm
Random derail: very large beams de-saturating color in surrounding area during warm-up would be a cool effect.
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: Nightmare on March 15, 2020, 08:24:26 pm
Wait are you talking about visual effects?
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: jr2 on March 15, 2020, 11:00:04 pm
Wait are you talking about visual effects?

I did say it was a derail.  Didn't think it warranted a new thread, just a passing mention.
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: Nightmare on March 16, 2020, 06:43:59 am
Wait are you talking about visual effects?

I did say it was a derail.  Didn't think it warranted a new thread, just a passing mention.

I don't know if that effect is even possible.
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: jr2 on March 16, 2020, 07:49:57 pm
Wait are you talking about visual effects?

I did say it was a derail.  Didn't think it warranted a new thread, just a passing mention.

I don't know if that effect is even possible.

You know how the beam color reflects off of all surfaces when fired? And the warmup glow should do the same for the surrounding area?  Have the warmup glow be desaturation - sort of like how you can have a certain color be "transparent".  Probably would need new coding to implement.
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: Nightmare on March 16, 2020, 08:09:21 pm
Yep it probably requires coding effort first. Also, I can't imagine how a BFRed makes everything around it... grey. If anything, it should be double-red IMO.
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: The E on March 17, 2020, 02:07:17 am
You know how the beam color reflects off of all surfaces when fired? And the warmup glow should do the same for the surrounding area?  Have the warmup glow be desaturation - sort of like how you can have a certain color be "transparent".  Probably would need new coding to implement.

Definitely not possible without some fairly major changes to the post-processing pipeline (desaturation being a post-process effect). Getting beam chargeup to emit light should be doable though.
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: Nightmare on March 17, 2020, 07:01:48 am
Don't they already emit light while warming up? Anyway, I'd rather prefer to see lightsources where you can specify an intensity unrelated to how bright the actual effect (like the beam glow or whatever is).
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: jr2 on March 17, 2020, 09:46:05 pm
Don't they already emit light while warming up?

I thought so.

Yep it probably requires coding effort first. Also, I can't imagine how a BFRed makes everything around it... grey. If anything, it should be double-red IMO.

Sort of like how the current effect seems to draw in light 'particles'.  Think a black hole of grayscale effect - the weapon seems to be sapping vitality from its surroundings.

Should also make the beam breakout seem a lot more punchy when all the color comes back.
Title: Re: Split of Soundscapes: Desaturation Effect From Beams
Post by: Nightmare on March 17, 2020, 10:17:48 pm
That might work as a cutscene effect for a single very, very, VERY big beam, like the Icanus main cannon; even on a Sath it would feel out of place.