Light Amp Goggles Question

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SladeEXE
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Light Amp Goggles Question

Post by SladeEXE »

Can you change the colors of the light amp?

Like say you want everything blue while enemies are let's say red or orange?
Gez
 
 
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Re: Light Amp Goggles Question

Post by Gez »

No.
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Apothem
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Re: Light Amp Goggles Question

Post by Apothem »

Doesnt GZDoom do something similar for the infrared? I always wanted tog etmore control of that effect...
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Virtue
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Re: Light Amp Goggles Question

Post by Virtue »

predovision? :P
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SladeEXE
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Re: Light Amp Goggles Question

Post by SladeEXE »

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:
The Dark Visor from Metroid Prime 2: Echoes
The Dark Visor from Metroid Prime 2: Echoes
mp2_dark_visor.PNG (191.14 KiB) Viewed 1380 times
As you can see, everything is black and white except for enemies and items which appear red.
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Re: Light Amp Goggles Question

Post by Gez »

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++.
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SladeEXE
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Re: Light Amp Goggles Question

Post by SladeEXE »

I am using GZdoom but I'm not fluent or was aware of C++.
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NeuralStunner
 
 
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Re: Light Amp Goggles Question

Post by NeuralStunner »

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++.
I wonder how much work it would take to optionally externalize this effect to a shader, which could then be modified.
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Re: Light Amp Goggles Question

Post by Gez »

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.
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Re: Light Amp Goggles Question

Post by NeuralStunner »

Didn't know this, actually. Good point. :(
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Nash
 
 
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Re: Light Amp Goggles Question

Post by Nash »

I always thought the enhanced night vision was a full screen shader...
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Ryan Cordell
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Re: Light Amp Goggles Question

Post by Ryan Cordell »

Gez wrote:Not sure it'd be such a great idea, given that only one shader can work on something at once . . .
Curious. Why is that?
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Graf Zahl
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Re: Light Amp Goggles Question

Post by Graf Zahl »

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.
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Re: Light Amp Goggles Question

Post by Demolisher »

Also is that if you apply even a single shader to many textures, the game will take 5 minutes to load.
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Re: Light Amp Goggles Question

Post by Ryan Cordell »

Demolisher wrote:Also is that if you apply even a single shader to many textures, the game will take 5 minutes to load.
Sounds modern to me. ;)
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