Post Ideas for appearance of vision modes.

Started by goodkebab, September 07, 2007, 10:29:31 AM

Previous topic - Next topic

Overstatement

Quote from: Overstatement on September 12, 2007, 05:23:22 AM
I like to ignore the manual.

The point was, the person that wrote the manual obviously didn't design anything. I doubt the MT's designer thought it would worked off air turbulence. I always thought of it as a mini-visual input processing computer.

Quote from: MR.Mic on September 12, 2007, 05:50:01 AM
Then why the fuck do you care about believability in the first place?

If something works and it's balanced, then what does it matter?

I mean come on, it seems all the people that want to augment the visions with extra crap are just doing it to add graphical bloat for its own sake.

Why wouldn't I care about believability? It's part of the game and it's part of our job to try to get the player away from "I'm playing a game" to "I'm hunting down spies". And in my opinion, your MT would remind people that they are playing a game for reasons I've said. It has the same effect as making some lights breakable and some not, thus reminding you that some guy designed the level and set some flags on each light.

Yes, I do like the balance. Yes, my problem is all about graphics and atmosphere. Yes, I would use your MT but tweek the idea alittle. Yes, it is self-explanatory in the context of playing a game.

tigaer

Why not do it like DA?
Thats the best way to go, cause nobody wants to sit in a vision mode all game.. and miss all your graphics..

Succubus Dryad Of The Undying Comet

Quote from: tigaer on September 12, 2007, 05:36:36 PM
Why not do it like DA?
Thats the best way to go, cause nobody wants to sit in a vision mode all game.. and miss all your graphics..
BALANCE.

Spekkio

1. Because if MT only works in your LOS with everything else being normal, then it's pointless
2. Because you need something to help defend yourself against aggro, ie flashbangs
3. Because DA is just gay in general

Gawain

omg one more noob from the ubi forums ::)

there is no problem with believability and athmosphere. just imagine it with the hexagonal pattern, some static noise and the familiar lock box...

goodkebab

#80
6 pages of discussion and nobody but Mic posts an idea

This is a render with shadows and no textures.

There are 2 spies in this image.

They hidden using the existing ideas i already have  -no invisibility.

In dark shadows,  spies will be 100% impossible to see,
because the shadows are multiplied  on top of the
ambient occlusion render.  The depth map is also multiplied on top, 
making the nearer objects darker and the distant
objects lighter to give a feeling of depth.

-this can be tweaked to hide the spy even more.




Vega


frvge

I think I see a spy at the front left side. But I am not sure. So I think it passes my personal test.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

B1nArY_001

The items of greatest contention seem to be -

1: Should the spy be completely invisible unless moving : Is your merc partner invisible too unless moving?
2: Should camo be required for the spy to be completely invisible?
3: Is the environment seen real time or pre-programmed into the MT unit (This begs the question: if there are movable objects, boxes etc, are they ghosted in the original position, can you not see them in the new location due to the preprogrammed environment?)

Instead of dragging this on forever, offer up your opinions, post examples and move on to other vision modes.  This thread is not MT specific, there is still EMF, Light Amplification and Heat to be discussed so, discuss!

Westfall

I think there is a spy there in the front left, but I can't be sure. I def can't see the other spy. This seems like it would work. Can we see it in action with a slow walking spy? Maybe a fast walking one too. When it is done of course. Don't rush it.

MulleDK19

There is a spy in the lower right corner.... Clearly to see  ;)

If my heart ever heals, I will make sure it'll never break again.

goodkebab

the effect makes the spies appear transparent because the depth pass and shadows are rendered on top of the spy.

What is not accurate is the self shadowing of the spies which can be turned off to make them less apparent.

MulleDK19

#87
But there is a spy in the bottom right corner, right?

If my heart ever heals, I will make sure it'll never break again.

B1nArY_001


goodkebab

#89
this is the basic render

the is is post process...blending the depth and shadow pass on top of it.