View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001744 | The Dark Mod | GUI | public | 07.04.2009 14:45 | 19.03.2024 04:44 |
Reporter | SneaksieDave | Assigned To | nbohr1more | ||
Priority | low | Severity | minor | Reproducibility | N/A |
Status | assigned | Resolution | open | ||
Product Version | SVN | ||||
Summary | 0001744: Method for controlling readable brightness | ||||
Description | Just a general issue to serve as a note that we should come up with some method* of adjusting readable brightness. It was raised as a result of actual experience in our recent contest FMs and it seems at least some agree there is a need. When you're playing in a dark environment for long periods of time, then open a readable... BAM! Instantly blind. I actually found myself delaying opening of readables until I was in a more lit area so it wouldn't be so jarring. * -simply darken the actual texture files? -cvar/menu setting to allow flexibility with an rgb setting in materials? -some kind of ambient filter light (hacky)? ... | ||||
Tags | No tags attached. | ||||
Another possibility might be a slight fade in/out effect so it isn't so jarring. | |
What about the lantern-light, that is lit over the readable, like it looks when the book isn´t frobbed and highlighted. But the light is only barely visible or not at all to guards, because this simulates the player lifting up the towel over the lantern slightly to be able to read and only to lit up the readable. | |
Unless we broke this, GUI's accept a parameter "matColor" that can define RGBA values for the material used for a background image ( such as a readable parchment ). We can hook a cvar into this value easily to affect the value but I suspect that ( similar to text scaling ) changes wont show up until the user restarts TDM? |
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The "matColor" method sounds quite promising. I wrote some code to automatically adjust the brightness/gamma when a readable was on screen. But in the end, that method didn't seem worth it. Instead, I just edited the DDS files of the following textures, lowering their brightness. ``` dds └── guis └── assets └── readables ├── books │ ├── book_leftpage_01.dds │ ├── book_leftpage_curled_01.dds │ ├── book_rightpage_01.dds │ └── book_rightpage_curled_01.dds └── sheets ├── newspaper_bridgeport01.dds ├── newspaper_bridgeport02.dds └── newspaper_bridgeport03.dds ``` |
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Thread: https://forums.thedarkmod.com/index.php?/topic/21631-feature-request-different-gammabrightness-for-uireadablesmaps |
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Some research: matColor does indeed alter the brightness of a defined texture. It doesn't just define a color where no texture is used GUI cvars start with the convention of gui_* except r_skipGuiShaders which appears to be a cutoff cvar to stop all GUI triangles from rendering. ReloadGuis is smart and quickly detects changed files so it doesn't have to reload all defs. Might be a good idea to restrict the new cvar to only readable guis but will need to see if anything in the code makes that distinguishable ( probably needs info from the game side )? |
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Date Modified | Username | Field | Change |
---|---|---|---|
07.04.2009 14:45 | SneaksieDave | New Issue | |
07.04.2009 22:47 | Springheel | Note Added: 0002417 | |
31.07.2010 18:55 | LEGION | Note Added: 0003156 | |
08.01.2023 18:15 | nbohr1more | Note Added: 0015734 | |
08.01.2023 18:33 | nbohr1more | Assigned To | => nbohr1more |
08.01.2023 18:33 | nbohr1more | Status | new => assigned |
11.01.2023 00:38 | Daft Mugi | Note Added: 0015754 | |
18.03.2024 03:38 | nbohr1more | Note Added: 0016572 | |
19.03.2024 04:44 | nbohr1more | Note Added: 0016575 |