I'm no expert in the subject and I tend to try and take the easiest, cheapest way out, but my solution would be to make a couple dialogs as large as the screen for each player and then fade them in/out. Maybe some of different colors, maybe one being a picture of retinas or something like that.
Anything more advanced than that I wouldn't know where to start.
i want the player to see through the eyes of an drug addict. any ideas how to accomplish that?
You need an advanced pixel shader where the product of each pixel is the result of various feedback based filters. The "drugged out" effect then comes from you causing the filters to enter one of a few states at certain stages resulting in strange patterns such as from LSD and such. Which state is based on which drug you want to simulate (as each alters the mechanics of certain pathways). Since the brain performs circular mapping you will need to perform a circular sampling of the image and then filter it linearly with the appropriate drug filter. Finally you will need to circular map it into the rectangular display buffer for humans to perceive.
Do note that this might be prone to causing epilepsy due to trying to mirror how the brain processes images and is completely impossible with SC2. Even in your own game chances are it will cost too much performance to make it worth while.
You could add a depth of view blur effect with some swaying. However this would closer mimic the sight of a drunkard rather than that of a druggy.
Remember that most recreational drugs are bad and many will permanently damage your mental health. This post is intended to educate and not promote the use of recreational drugs.
Also note that BattleNet 2.0 operates a 0 tolerance for drugs. Several maps have been pulled down and forced to change after strong references to drugs. The most famous of which is Street Empires which changed the illegal substance to energy.
Well, you still want the player to play or is it just for a cinematic.
The "cheapest solution", hinted add by rutegar, is something I have used multiple times already. Just make a huge dialog and put it in the players face. Works like a charm and has the big advantage that you can make it player based. Lots of the cinematic stuff only works for all players at the same time.
If you use multiple massive transparent dialog images and move them it could give some form of trippy effect.
If you use the depths of view effect do note that it only works on high visual settings and that the blur is done at a low resolution (objects that do not get blurred have a box around them).
Image overlays do not blur the image at all. To blur an image you need to filter it with a filter function that removes high-frequency content from the image. The closest you get to this is the depth of field effect which is only available at higher graphic settings due to the demanding nature of the process.
Motion blur can also work to some extent if set to high amounts and with forced camera movement. Not sure if SC2 supports it however.
yea, I can create a model for it, but I forgot, how to configure dialogs to show models (it can be done either via model dialog item, or with cutscene dialog), so, let someone create a testmap, that would show any model, and I'll then provide a couple of blurry plane models
awesome that's great, i am on it, going to attach to this post as soon as i am finished.
units are rotation but this could be used as animation for the blurr effect (model a orb or/and cube)
Ok, try one of the models I attached. First number means strength, second means tiling. So, blur_01_8 means that refraction strength is 0.1, and the plane is covered by 64 copies of the heatwave normal map, that actually refracts. I don't know if higher tiling decreases gpu performance more than lower one.
This is an example of one of the models.
I haven't tried it with your example map btw, but I think it should work.
I didn't use anything, just made the model, previewed it in cse. It doesn't work as a dialog model? It uses billboard behavior, and supposed to look at the camera, but there's a slight chance, that it doesn't work when the model is used the dialog way. Then it may be used the cutscene way, cause we define the camera there.
I once used this techinque in my map, and it worked as intended.
The results definitely look good, however do remember that it probably does not work on low visual settings. As such you must not use it as a visual handicap as people can avoid it by decreasing their visual settings.
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i want the player to see through the eyes of an drug addict. any ideas how to accomplish that?
Sounds intriguing!
I'm no expert in the subject and I tend to try and take the easiest, cheapest way out, but my solution would be to make a couple dialogs as large as the screen for each player and then fade them in/out. Maybe some of different colors, maybe one being a picture of retinas or something like that.
Anything more advanced than that I wouldn't know where to start.
GL!
rut
Use a blurry screen image to cover the whole screen?
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Adjust the "Field Of View" settings to 0.3 or 0.2 to make your background look blurry.
fov just changes , well the field of view, similiar effect as changing distance
I mean "Depth Of Field" lol sorry for the mix up.
it doesnt work for me. which stats do you change with which values? also my settings are set to lowest and the effect should work for every player.
You need an advanced pixel shader where the product of each pixel is the result of various feedback based filters. The "drugged out" effect then comes from you causing the filters to enter one of a few states at certain stages resulting in strange patterns such as from LSD and such. Which state is based on which drug you want to simulate (as each alters the mechanics of certain pathways). Since the brain performs circular mapping you will need to perform a circular sampling of the image and then filter it linearly with the appropriate drug filter. Finally you will need to circular map it into the rectangular display buffer for humans to perceive.
Do note that this might be prone to causing epilepsy due to trying to mirror how the brain processes images and is completely impossible with SC2. Even in your own game chances are it will cost too much performance to make it worth while.
You could add a depth of view blur effect with some swaying. However this would closer mimic the sight of a drunkard rather than that of a druggy.
Remember that most recreational drugs are bad and many will permanently damage your mental health. This post is intended to educate and not promote the use of recreational drugs.
Also note that BattleNet 2.0 operates a 0 tolerance for drugs. Several maps have been pulled down and forced to change after strong references to drugs. The most famous of which is Street Empires which changed the illegal substance to energy.
Well, you still want the player to play or is it just for a cinematic.
The "cheapest solution", hinted add by rutegar, is something I have used multiple times already. Just make a huge dialog and put it in the players face. Works like a charm and has the big advantage that you can make it player based. Lots of the cinematic stuff only works for all players at the same time.
If you use multiple massive transparent dialog images and move them it could give some form of trippy effect.
If you use the depths of view effect do note that it only works on high visual settings and that the blur is done at a low resolution (objects that do not get blurred have a box around them).
depth of view is no option then. does anyone know a good template image? that's what i got so far (http://therisingdead.freeforums.org/is-this-a-thing-t76.html). i have used a blurry glass picture and just added transparency.
Image overlays do not blur the image at all. To blur an image you need to filter it with a filter function that removes high-frequency content from the image. The closest you get to this is the depth of field effect which is only available at higher graphic settings due to the demanding nature of the process.
Motion blur can also work to some extent if set to high amounts and with forced camera movement. Not sure if SC2 supports it however.
A model can be used as a dialog item. The model should have displacement material (the one that refracts light) with some wavy or noisy normal map.
@Zolden: Go
would you do something like that for all of us?^^
@FunkyUserName: Go
yea, I can create a model for it, but I forgot, how to configure dialogs to show models (it can be done either via model dialog item, or with cutscene dialog), so, let someone create a testmap, that would show any model, and I'll then provide a couple of blurry plane models
@Zolden: Go
awesome that's great, i am on it, going to attach to this post as soon as i am finished. units are rotation but this could be used as animation for the blurr effect (model a orb or/and cube)
Ok, try one of the models I attached. First number means strength, second means tiling. So, blur_01_8 means that refraction strength is 0.1, and the plane is covered by 64 copies of the heatwave normal map, that actually refracts. I don't know if higher tiling decreases gpu performance more than lower one.
This is an example of one of the models.
I haven't tried it with your example map btw, but I think it should work.
can you post the map you have used?
I didn't use anything, just made the model, previewed it in cse. It doesn't work as a dialog model? It uses billboard behavior, and supposed to look at the camera, but there's a slight chance, that it doesn't work when the model is used the dialog way. Then it may be used the cutscene way, cause we define the camera there.
I once used this techinque in my map, and it worked as intended.
The results definitely look good, however do remember that it probably does not work on low visual settings. As such you must not use it as a visual handicap as people can avoid it by decreasing their visual settings.