What are you working on?
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Re: What are you working on?
personally I'd use a 3d texture for a lookup (should be possible to get a single channel one, hopefully it won't loose too much precision). you then need to convert it back, of course. a 1d texture. using a 2d screen texture.
I think that's all the dimensions covered, lets just hope noone wants to use a cubemap.
3d textures to tint stuff in a post processing shader are a moderately common technique. you can apply the same colour transforms to both a screenshot and a 2d version of the 3d texture, and those same colour transforms can then be applied to the live output. approximately, anyway. depends on the resolution of the 3d texture. anyway, its a fun technique that might be useful on a per-map basis.
I think that's all the dimensions covered, lets just hope noone wants to use a cubemap.
3d textures to tint stuff in a post processing shader are a moderately common technique. you can apply the same colour transforms to both a screenshot and a 2d version of the 3d texture, and those same colour transforms can then be applied to the live output. approximately, anyway. depends on the resolution of the 3d texture. anyway, its a fun technique that might be useful on a per-map basis.
- Spike
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- Location: UK
Re: What are you working on?
For now I made this thing like this, in default.glsl in the USEPOSTPROCESSING part:
May need to boost r_hdr_scenebrightness in some dark game levels when using low posterize levels. Also when using level 1, it may be a good idea to set gl_polyblend to 0, otherwise screenflashes/underwater are black. Or use a level above 1, but below 2. It would still appear with 8 colors.
Maybe that palette lookup is still a bit over my head. But I'm happy I got this Posterize effect working...
- Code: Select all
dp_FragColor.r = int(dp_FragColor.r * UserVec1.x) * (1 / UserVec1.x);
dp_FragColor.g = int(dp_FragColor.g * UserVec1.x) * (1 / UserVec1.x);
dp_FragColor.b = int(dp_FragColor.b * UserVec1.x) * (1 / UserVec1.x);
May need to boost r_hdr_scenebrightness in some dark game levels when using low posterize levels. Also when using level 1, it may be a good idea to set gl_polyblend to 0, otherwise screenflashes/underwater are black. Or use a level above 1, but below 2. It would still appear with 8 colors.
Maybe that palette lookup is still a bit over my head. But I'm happy I got this Posterize effect working...
zbang!
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jim - Posts: 599
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Re: What are you working on?
very dramatic effect, jim. I like it A LOT
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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ceriux - Posts: 2223
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Re: What are you working on?
Might look cool in conjunction with black sobel outlines (or rather, creases?) to retain visibility of forms in the underexposed areas.
- Spiney
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Re: What are you working on?
If I could just get it work. I was able to get the palette to be used, but then the framerate was 5 seconds per frame. I'm probably doing it some way wrong. 16 color palette worked sort of ok, but turning on rt lights had a drop in fps. Apparently a for loop to find the colors from an array is not a good idea...
zbang!
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jim - Posts: 599
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- Location: In The Sun
Re: What are you working on?
Over at func for the last month there has been a map jam event running and the final map pack is complete with 12 authors creating new maps. The map jam was based on the theme of the awesome map Honey and as you can see from the screenshot lots of people created different styles.
Is it possible that this could be added to the inside3d site front page news?

Is it possible that this could be added to the inside3d site front page news?

Well he was evil, but he did build a lot of roads. - Gogglor
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sock - Posts: 137
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- Location: Wandering Around
Re: What are you working on?
Working on a silly little level for OpenKatana's Capture the Flag gamemode.


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hogsy - Posts: 198
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- Location: UK
Re: What are you working on?
Heh, looks like a place where lots of people have minus score
Could have wider areas to move around.
--
Trying out some more post processing. I was able to get a 16 color palette to work a little faster when I didn't get the colors from some array. It's playable in some settings, but drop from 260fps to 160fps seems a bit too much. The earlier posterize effect only dropped to 250fps. Rt lights drop it down to 90fps, and 75fps together with the 16 color effect. These when staring into a wall at 1920x1080 res. Looking at some 10 models/more level, drops the fps 60% from the wall staring.

--
Trying out some more post processing. I was able to get a 16 color palette to work a little faster when I didn't get the colors from some array. It's playable in some settings, but drop from 260fps to 160fps seems a bit too much. The earlier posterize effect only dropped to 250fps. Rt lights drop it down to 90fps, and 75fps together with the 16 color effect. These when staring into a wall at 1920x1080 res. Looking at some 10 models/more level, drops the fps 60% from the wall staring.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?
leileilol wrote:
OK, I'll bite: what is it ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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Re: What are you working on?
Very very cool.Love the face, love the snake. But hot smoking chicks don't have sick abs.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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Re: What are you working on?
DAT BEWBS 
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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