Garry's Mod

Garry's Mod

Atmospheric Editor
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Vuthakral  [开发者] 2022 年 3 月 27 日 下午 11:20
Suggestions / Requests
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最后由 Vuthakral 编辑于; 2023 年 8 月 15 日 上午 5:19
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正在显示第 1 - 15 条,共 22 条留言
Kiri243 λ 2022 年 3 月 29 日 上午 10:14 
i'd love to have brighter or bigger muzzle flashes from guns and npc's. Great Addon tho!
TROFY-KSA 2022 年 3 月 29 日 上午 11:49 
Use Shadow casting Point lights for these effects (projected Texture)
Would be cool to see em actually cast shadows
Frank Blaskovich 2022 年 3 月 29 日 上午 11:54 
Lighting that makes combine eyes give an ambient glow?
Vuthakral  [开发者] 2022 年 3 月 29 日 下午 6:57 
引用自 Kiri243 λ
i'd love to have brighter or bigger muzzle flashes from guns and npc's. Great Addon tho!

I'm uncertain how to hook this but I can look into it; no promises though.



引用自 TROFY-KSA
Use Shadow casting Point lights for these effects (projected Texture)
Would be cool to see em actually cast shadows

These are entirely custom entities which would need to be created for every entity, and the engine can only support up to 8 of them active with shadows at a time. I'd prefer to avoid them as to not intrude on people's addons or scene creating limitations.



引用自 Frank Blaskovich
Lighting that makes combine eyes give an ambient glow?

I'll consider it as an additional option down the line.


I'm moving within the next few days, so all these things will have a slight wait.
TROFY-KSA 2022 年 3 月 30 日 上午 9:27 
引用自 TROFY-KSA
Use Shadow casting Point lights for these effects (projected Texture)
Would be cool to see em actually cast shadows

引用自 Vuthakral
These are entirely custom entities which would need to be created for every entity, and the engine can only support up to 8 of them active with shadows at a time. I'd prefer to avoid them as to not intrude on people's addons or scene creating limitations.


What about making them an option not turned on by default?
and only using it for certain effects?
Maybe make a muzzleflash effect that casts shadows?
Destruction 2022 年 3 月 30 日 下午 7:06 
In real life, we see in a greyscaled view when their eyes are used to darkness. This effect worsens the more used to darkness we become.

When visual brightness is increased from eye adaptation, I'd like the option for the game to greyscale according to the adaptation both for realism and balance. Oh, and it probably looks cool, I guess.
最后由 Destruction 编辑于; 2022 年 3 月 30 日 下午 7:08
Vuthakral  [开发者] 2022 年 3 月 30 日 下午 8:46 
引用自 Destruction
In real life, we see in a greyscaled view when their eyes are used to darkness. This effect worsens the more used to darkness we become.

When visual brightness is increased from eye adaptation, I'd like the option for the game to greyscale according to the adaptation both for realism and balance. Oh, and it probably looks cool, I guess.

I can try working on something like this after I move, but it probably won't work very well. Lighting in a lot of peoples' maps is not done very well, and trying to calculate what is a truly "dark" space isn't always accurate.
Destruction 2022 年 3 月 30 日 下午 9:56 
引用自 Vuthakral
引用自 Destruction
In real life, we see in a greyscaled view when their eyes are used to darkness. This effect worsens the more used to darkness we become.

When visual brightness is increased from eye adaptation, I'd like the option for the game to greyscale according to the adaptation both for realism and balance. Oh, and it probably looks cool, I guess.

I can try working on something like this after I move, but it probably won't work very well. Lighting in a lot of peoples' maps is not done very well, and trying to calculate what is a truly "dark" space isn't always accurate.
True. I was just thinking that as the addon increases visual brightness, the game moves towards a greyscaled state rather than anything like calculating for darkness. So when you are looking into darkness and the light becomes blinding, it loses some color. As I think poorly lit maps shouldn't really count, that's what request for an option is for, rather than a forced feature. Some people might not like it, either, which is also an excellent reason for it being an option.
Vuthakral  [开发者] 2022 年 3 月 31 日 上午 5:42 
引用自 Destruction
引用自 Vuthakral

I can try working on something like this after I move, but it probably won't work very well. Lighting in a lot of peoples' maps is not done very well, and trying to calculate what is a truly "dark" space isn't always accurate.
True. I was just thinking that as the addon increases visual brightness, the game moves towards a greyscaled state rather than anything like calculating for darkness. So when you are looking into darkness and the light becomes blinding, it loses some color. As I think poorly lit maps shouldn't really count, that's what request for an option is for, rather than a forced feature. Some people might not like it, either, which is also an excellent reason for it being an option.

Lighting in source is volumetric, i.e. it's esier to imagine it like a voxel system (it's not) where every few world units the point in 3d space has a light value assigned to it. This is only applied for static lighting, and short of reading the pixel space of the screen (which is VERY performance unfriendly) nothing comes to mind on how I could achieve this, as I currently have not found a way to properly detect when hitting an illuminated material, nor take in account for lights such as lamps & gmod light entities without causing massive performance drops.
Destruction 2022 年 3 月 31 日 下午 7:15 
引用自 Vuthakral
引用自 Destruction
True. I was just thinking that as the addon increases visual brightness, the game moves towards a greyscaled state rather than anything like calculating for darkness. So when you are looking into darkness and the light becomes blinding, it loses some color. As I think poorly lit maps shouldn't really count, that's what request for an option is for, rather than a forced feature. Some people might not like it, either, which is also an excellent reason for it being an option.

Lighting in source is volumetric, i.e. it's esier to imagine it like a voxel system (it's not) where every few world units the point in 3d space has a light value assigned to it. This is only applied for static lighting, and short of reading the pixel space of the screen (which is VERY performance unfriendly) nothing comes to mind on how I could achieve this, as I currently have not found a way to properly detect when hitting an illuminated material, nor take in account for lights such as lamps & gmod light entities without causing massive performance drops.
"as the addon increases visual brightness, the game moves towards a greyscaled state rather than anything like calculating for darkness"
I don't think that it needs to be calculating for a "truly 'dark' space", but just looking at the same thing as the addon normally looks at. If the addon increases visual brightness, it increases greyscaling accordingly. That's all I really would care about. Our ideas on how this is done are quite disconnected---you're overcomplicating the concept, whilst I just think that the greyscaling and brightness should be inherently connected (though loosely so that servers may disable greyscaling by cvar, since it probably only is useful to a small portion of users).
Vuthakral  [开发者] 2022 年 3 月 31 日 下午 8:29 
I'm... just explaining how the game calculates "brightness", not over complicating anything
Destruction 2022 年 3 月 31 日 下午 9:35 
引用自 Vuthakral
I'm... just explaining how the game calculates "brightness", not over complicating anything
then I am not understanding what you are saying. Sorry then.
Colin <3 2022 年 4 月 1 日 上午 10:59 
compatibility with stormfox2
Vuthakral  [开发者] 2022 年 4 月 1 日 下午 4:01 
引用自 HEW HEW HAW
compatibility with stormfox2

Already a thing. I have very limited access to reading StormFox 2's data so I cannot create a proper time of day tint like I can with Simple Weather
Colin <3 2022 年 4 月 1 日 下午 11:08 
引用自 Vuthakral
引用自 HEW HEW HAW
compatibility with stormfox2

Already a thing. I have very limited access to reading StormFox 2's data so I cannot create a proper time of day tint like I can with Simple Weather
that cool to hear!
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