Started by goodkebab, September 07, 2007, 10:29:31 AM
Quote from: MR.Mic on September 07, 2007, 11:16:11 PMAfter some talking with spekkio this morning, I made a second concept.Download: http://rapidshare.com/files/54094748/conceptnewfinal.avi.htmlWeb-Player: http://stage6.divx.com/user/MRMIC/video/1612884/PC-MT-Concept-2BA new mock up animation I made with max and some materials.It's still basically EMF, but sensitive to motion.It still has fog, and the surfaces are colored based on your viewing angle.It is easier to see a spy when it's moving and a grey box and a sound comes up for running spies.The detection is 360, and the fog represents the detection radius (grey box or otherwise) of MT.It will detect exactly the same speeds as CT's mt. I just wanted to show the two different effects.You become visible when you start moving. The faster you move, the more visible up you are (and vice versa).When perfectly still, you are completely transparent.Camo will also have no effect on MT, if you move, you are seen (and vice versa).As for smoke (smoke will appear to be black noise, just like the crouching spy) , the grey spy model will draw over any existing particles or geometry until it disappears, just like the old MT.EDIT: Here's another version I made for the ungreyboxed spy with particle effects, like visualizing the air being pushed around:http://stage6.divx.com/user/MRMIC/video/1612195/PS-MT-Concept-2
Quote from: Spekkio on September 07, 2007, 05:54:04 PMIf MT only works in FOV, there's no point to even having the vision mode.
Quote from: goodkebab on September 07, 2007, 05:52:49 PMApparently its really fast and easy to do a fake ambient occlusion render (no textures, just normal maps, transparency, and shadows) and it can work in real time.
Quote from: Overstatement on May 11, 2007, 12:22:27 PMAnd if the need be, to solve the nightvision problem, we could incorperate the distance of stuff from the merc into the shader. Blend stuff of like distances and contrast stuff of unlike distances. So a spy next to a wall will be blended together while a spy out in the corridor will contrast with the wall that's far away.
Quote from: Overstatement on May 27, 2007, 10:51:56 PMthings I want to put out there is the change in MT where we use the distance of the surfaces from the player in the calcuations. So that surfaces that are close together appear blended (regardless of lighting) and surfaces that are far part are contrasted.
QuoteI don't like the whole idea of stationary + nothing = invisible(ish). It has no thought for the spy other than to stop...and I've played that game before (lol @ second and third paragraphs).
Quote from: Spekkio on September 07, 2007, 09:24:43 PMQuoteI don't like the whole idea of stationary + nothing = invisible(ish). It has no thought for the spy other than to stop...and I've played that game before (lol @ second and third paragraphs).That's what you have 2 other vision modes for.
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