How can I make my game appear with a kind of "grainy fog" over it as if it was taking place in a nightmare realm? Something similar to Silent Hill would be perfect... I've seen it done before I'm sure but I'm not sure how.
Thanks in advance.
Foggy, misty, dreamlike screen effects etc?
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Hidden Hands
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Nevander
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Re: Foggy, misty, dreamlike screen effects etc?
You might could do a loop of HudMessages constantly changing between a slightly different film grained image to cover the screen. Only problem is, I am not sure if HudMessage can display an image with respect to the image's alpha value on the PNG image itself.
That might sound confusing so to clarify: make a few images of a film grain but make them transparent, then do a looping script to constantly call a HudMessage to put the images up in a sequence, then loop it over and over.
That might sound confusing so to clarify: make a few images of a film grain but make them transparent, then do a looping script to constantly call a HudMessage to put the images up in a sequence, then loop it over and over.
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Matt
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Re: Foggy, misty, dreamlike screen effects etc?
HudMessage will respect a PNG's own alpha.
High Noon Drifter also has a neat effect for its blursphere equivalent where a translucent cameratexture, of roughly the same resolution as a ~typical~ screen, is overlaid on top of the view at a slight offset, while the real view is distorted by a powerup colour filter, which combines with the other effects to create literally the best-looking powerup effect I have ever seen on the Doom engine.
High Noon Drifter also has a neat effect for its blursphere equivalent where a translucent cameratexture, of roughly the same resolution as a ~typical~ screen, is overlaid on top of the view at a slight offset, while the real view is distorted by a powerup colour filter, which combines with the other effects to create literally the best-looking powerup effect I have ever seen on the Doom engine.