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/vr/ - Retro Games

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>> No.3072297 [View]
File: 1.61 MB, 1920x1080, Screenshot_Doom_20151230_202539.png [View same] [iqdb] [saucenao] [google]
3072297

>>3072268
Nope. You can print a shaded texture on top of it though I guess.

You can do a whole bunch neat things with them anyway. Example: make a powerup that does nothing except turn the view monochrome blue (like the invulnerability sphere with another color map). Then print a full screen camera texture on top of the hud at a opacity of your choice with yourself as the camera - this won't use the blue color translation, so if you set it to 0.9 opacity you get what amounts to a slight cooling filter.

To do the really crazy camera texture effects you need to use a recursive camera in an off-map room, a long with a bunch of acs trickery. Total Chaos uses them to fake motion blur for example.

>> No.3049145 [View]
File: 1.61 MB, 1920x1080, Screenshot_Doom_20151230_202539.png [View same] [iqdb] [saucenao] [google]
3049145

>>3049116
>Not sure about the player viewpoint one, but that would be pretty cool if I could figure out something like that.

Personally I don't really like non-abstract stuff like visor cracks in gameplay, but perhaps something like pic related I made for a guy in this general, or simply a desaturation filter(i.e colormap) like modern games often use.

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