effects help

effects help

Re: effects help Posted by 8chaos on Tue Aug 14th 2007 at 11:05am
8chaos
34 posts
Posted 2007-08-14 11:05am
8chaos
member
34 posts 308 snarkmarks Registered: Jun 9th 2007 Occupation: bum Location: US of A
hey everyone, i've been trying to get an effect like lets say your walking down a street and the closer you get to a point, the environment will slowly display an effect like a strange distortion or something.

I had the idea of a black ooze ( thin reflective black lines ) coming from storm drains, cracks in the road and from under doors that would follow you and if they touched you.. its the end of your life, or you would take a lot of damage, or start to experience hallucinations, and distortions of sound like getting hit by a frag but much more mild and will get more intense depending how long your exposed to the stuff.

but the closer you get to this downed plane ( in the middle of a town) the more intense the effect would get.

i've also been trying to get an effect were lines of blood would eventually completely cover brushes and models. ( had more luck with this but still not enough..)

but the closer you would get to this figure at the end of a hall the faster the effect happens, and once it has completely covered everything the player would start to experience hallucinations. ( long story behind why that happens)

i got the idea for the effects from a scene in silent hill 3

.gif http://www.mydatabus.com/3z/ubgznvy.pbz/the_wrath76/sh3effects.gif

.wmv ( shows more of the effect )
http://www.mydatabus.com/public/8chaos/sh3effect.wmv

would anyone have any idea of what to do?, im lost at this point. thanks
Re: effects help Posted by Riven on Thu Aug 16th 2007 at 6:10am
Riven
1640 posts
Posted 2007-08-16 6:10am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Unless you posted the link to that second video, I couldn't understand what exactly you wanted. Heh, I may still not be entirely sure, but here's what I think:

I've never tried anything like this before, but it certainly seems pretty cool if you got it working. Here's how I would first approach it:

O.K. I would have to make all the brushes with the affected texture applied to them a func_brush, or some kind of brush-based-entity. I would use a material_modify_control point entity (read up on how to use it). I would then need to make an animated texture that I would not want to repeat to give that blood vein effect all over the walls. I would tell that material_modify_control entity to switch to that texture for all the brush based entities applied with the first static "normal" texture. It would be a smooth blend between textures. Essentially starting with a static image of plaster walls, it would then blend to the plaster walls with blood dripping down from the top, then a completely blood-ridden wall.

Now animated textures automatically repeat, so you would need to time when that animated texture would finish its first loop, and then have it on que change to the final static texture for those brushes, (it should blend from the animated one).

Another solution: In order to get that more intense feel but dynamically (say if your player would walk back out of the town, the effect would fade away to normal again); I would make a texture for a brush that would be slightly transparent with the desired effect and place a thin brush coated with it over a brush that has the "normal" or beginning texture already on it. As the player would progress through the town, or hall, each trigger that they would pass would begin setting the FX amount (0-225) of the thin brush coated with the blood effect eventually becoming completely opaque, and as the player would back up, the "OnStartTouch" trigger would apply, subtracting an FX amount one at-a-time making for a pretty smooth transition.

The rest with the damage, sound, lights and stuff is pretty strait forward IMO...

Does any of this make sense?
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: effects help Posted by 8chaos on Fri Aug 17th 2007 at 9:13am
8chaos
34 posts
Posted 2007-08-17 9:13am
8chaos
member
34 posts 308 snarkmarks Registered: Jun 9th 2007 Occupation: bum Location: US of A
hey man yeah i think i understand, i'll start at it today, and post back later on how it all worked out. thanks :biggrin: