Myth wrote:oh wait, you said procedural sprites, why are they procedural? are they generated runtime based on a function or did they suffer some transformations?
yes, that's why I call them procedural, the SDK takes a base texture and changes it dynamically to the results in realtime
Creavion wrote:Played a couple of levels in L4D2 with a friend yesterday. If you are using those health-drug injections you have this red-fluid overlayer (50 % visible maybe) at the edges of the screen.
Question is now, how far is this feature configurable?
But before I forget it. Good work, as always.
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The current alpha phase of the post-processing system features:
- Dynamic Color blending
- Dynamic Color fading
- partial-Screen / Fullscreen PostProcess Materials
- stretchable and movable PostProcess Materials (imagine a blood-splat on your screen that slowly and stretched moves downwards your screen)
- All common texture styles
- Zone-based, Script-based, Volume-based, Trigger-based Controlling of PostProcessing
- PostProcess Effects are linked together in a chain (like in Unreal Engine 3)
- Combiner support (mixing different single Effects creating complex Material Pipelines)
- PostProcess Effects are objects, not Actors (saves memory)
- PostProcess Effects receive a call when created, can be ticked and get destroyed call (allowing dynamically programmable PostProcessing)
- You can render a single PostProcess Effect at four times (see render times)
Render Times (ZBuffer)
1. Before everything, Coronas, Sprites, HUD etc. overlay PostProcessing
2. After Coronas and Sprites, but before Weapon and HUD, HUD and Weapon overlay PostProcessing
3. After Weapon, before HUD, only HUD overlays PostProcessing (most commonly)
4. After HUD, PostProcessing overlays everything
SO basically what we do is : render a color map, text, mesh, engineportal or advanced texture to filter the scene, which is indeed Post-Processing.
Hardcore PostProcessing like Depth of Field, Motion Blur and HDR is only possible using C++ (which will come soon). Blur and Bloom might be possible yet, re-rendering the whole seen again on a texture (working on it). The actual rendering is done by :
Code: Select all
simulated function RenderPostProcessFX(canvas c)
in the base class "sdkCore.sdkXPostProcessFX.uc" (is a native class)
Well as you guess, this is again still (partially) UnrealScript, it is fast and it uses straight-forward techniques and functions, yeah nobody cares how it works, if it works, so this is still partially UnrealScript.
Currently only Zone-controlling is fully working. You add "sdkPostProcessZone" to your map and add (currently) up to 8 PostProcess Effects.