Light Amp Goggles Question
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Light Amp Goggles Question
Can you change the colors of the light amp?
Like say you want everything blue while enemies are let's say red or orange?
Like say you want everything blue while enemies are let's say red or orange?
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
Re: Light Amp Goggles Question
Doesnt GZDoom do something similar for the infrared? I always wanted tog etmore control of that effect...
Re: Light Amp Goggles Question
predovision? 

Re: Light Amp Goggles Question
Bumping the topic.
I didn't get a clear answer to my question. And "No" isn't a clear answer, for me at least.
The reason I'm asking this is because I like to see if this was possible to do this with the Light Amp Goggles: As you can see, everything is black and white except for enemies and items which appear red.
I didn't get a clear answer to my question. And "No" isn't a clear answer, for me at least.
The reason I'm asking this is because I like to see if this was possible to do this with the Light Amp Goggles: As you can see, everything is black and white except for enemies and items which appear red.
Re: Light Amp Goggles Question
Is it clearer if I say "You cannot change the colors of the light amp in any way, shape or form." ?
And if I add "You cannot have everything appear blue while enemies are orange." ?
That was what the "no" meant, if I have to explain everything.
Now, granted, you can if you use GZDoom as a base and build a custom version of it where you change the code for the optional "enhanced light vision mode". This requires however that you are fluent enough in C++.
And if I add "You cannot have everything appear blue while enemies are orange." ?
That was what the "no" meant, if I have to explain everything.
Now, granted, you can if you use GZDoom as a base and build a custom version of it where you change the code for the optional "enhanced light vision mode". This requires however that you are fluent enough in C++.
Re: Light Amp Goggles Question
I am using GZdoom but I'm not fluent or was aware of C++.
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: Light Amp Goggles Question
I wonder how much work it would take to optionally externalize this effect to a shader, which could then be modified.Gez wrote:Now, granted, you can if you use GZDoom as a base and build a custom version of it where you change the code for the optional "enhanced light vision mode". This requires however that you are fluent enough in C++.
Re: Light Amp Goggles Question
Not sure it'd be such a great idea, given that only one shader can work on something at once and shaders are already used for many effects such as brightmaps, texture warping, and spectre fuzz emulation.
I'm sure people would think it a bug if warping textures suddenly stopped warping while using a light amplification visor.
I'm sure people would think it a bug if warping textures suddenly stopped warping while using a light amplification visor.
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: Light Amp Goggles Question
Didn't know this, actually. Good point. 

Re: Light Amp Goggles Question
I always thought the enhanced night vision was a full screen shader...
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Re: Light Amp Goggles Question
Curious. Why is that?Gez wrote:Not sure it'd be such a great idea, given that only one shader can work on something at once . . .
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Light Amp Goggles Question
Because shaders are complete programs and only one can be active at a time. If you want to do more effects you have to do them one after another in the same shader.
This limitation is the main reason why it's so hard to expose shaders as a mapping feature.
This limitation is the main reason why it's so hard to expose shaders as a mapping feature.
- Demolisher
- Posts: 1749
- Joined: Mon Aug 11, 2008 12:59 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Winchester, VA
- Contact:
Re: Light Amp Goggles Question
Also is that if you apply even a single shader to many textures, the game will take 5 minutes to load.
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Re: Light Amp Goggles Question
Sounds modern to me.Demolisher wrote:Also is that if you apply even a single shader to many textures, the game will take 5 minutes to load.
