Re: Screen fade
Posted by Shadrach on
Sun Dec 12th 2004 at 2:01am
6 posts
1 snarkmarks
Registered:
Dec 7th 2004
Location: UK
Basically I have a long drop in my DM map
and i want the screen to fade before you hit the trigger_hurt I have
down there so you don't see yourself hitting the bottom.
I noticed the entity env_fade
which
apparently does control screen fade, I'm just not sure what kind of
brush or trigger to tie it to to trigger it. Also I have no real idea
of how the input/output thing works, is there somewhere i can go that
explains it all to me?
Ta
Re: Screen fade
Posted by Shadrach on
Sun Dec 12th 2004 at 2:50am
6 posts
1 snarkmarks
Registered:
Dec 7th 2004
Location: UK
Ok, I got the env_fade working...and nano, you're right, it does affect everyone's screens. Bugger.
Basically I'm building a structure in the clouds type map and I
have the players falling into fog, I want the screen to fade to white
before they hit the trigger_hurt I put in to kill them from the fall. I
had high hopes for the env_fade entity too... Is there a way I could
force it to affect only the player who triggered it?
If not, can anyone suggest another way to simulate this effect?
Thanks all.
Re: Screen fade
Posted by Mint_Sauce on
Sun Dec 12th 2004 at 4:22am
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Registered:
Dec 10th 2004
Occupation: Computer Person
Location: UK
Check in the flags tab, there might be a box ticked called "Affect All" if so, untick it.
A work around for what your doing might be to create a pure white brush
that's clippable (to hide the dead body) at the bottom then use fog to
transition to bright white. Hopefully that will look the same as what
your trying to do?
Re: Screen fade
Posted by Nanodeath on
Sun Dec 12th 2004 at 5:25am
356 posts
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Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
There are only three flags, Fade From, Modulate, and Stay Out, and fun as those might be they won't make it affect only one player :wink: But yeah, fog would be an excellent alternative. Actually, I'm gonna try a func_illusionary with a variety of Render Modes, see how that works. I'll post the results...
Re: Screen fade
Posted by Nanodeath on
Sun Dec 12th 2004 at 6:26am
356 posts
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Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Hmm, no such luck. Haven't figured out how to simulate fog without it actually BEING fog...none of the fog textures or render modes (or combinations) yielded results.
Re: Screen fade
Posted by Nanodeath on
Sun Dec 12th 2004 at 6:55am
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Actually, if you don't mind clouds instead of fog, there is a solution, fairly simple in fact. Create a brush called func_smokevolume. Set the material to particle/particle_smokegrenade1 and Particle Color 2 to 233 233 233. And you can do what Mint_Sauce suggested...put a solid white func_illusionary at the very bottom of your map...grrr, dang it, forgot that func_illusionary was obsolete. Ah well, then a nonsolid func_brush.
Re: Screen fade
Posted by Shadrach on
Sun Dec 12th 2004 at 3:22pm
6 posts
1 snarkmarks
Registered:
Dec 7th 2004
Location: UK
OK, i tried putting a layer of the smoke in, and it killed my system, I
think there'd have to be too much to look good and still run smoothly.
So....I made it so you teleport into a bright white box (using the
lights/white001 texture, which makes everything bleached white - looks
cool) and die in that. Judicious use of large glow sprites seems to
cover most of the other things up....
Thanks for all the replies