Foggy, misty, dreamlike screen effects etc?

Archive of the old editing forum
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.
User avatar
Hidden Hands
Posts: 1053
Joined: Tue Sep 20, 2016 8:11 pm
Location: London, England

Foggy, misty, dreamlike screen effects etc?

Post by Hidden Hands »

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.
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: Foggy, misty, dreamlike screen effects etc?

Post by Nevander »

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.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Foggy, misty, dreamlike screen effects etc?

Post by Matt »

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.

Return to “Editing (Archive)”