id Tech Forums

id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Textures => Topic started by: bitterman on September 14, 2017, 08:51:46 PM

Title: Night/thermal vision technique
Post by: bitterman on September 14, 2017, 08:51:46 PM
I had some expirience with this (see pic below).

As I understand in CG (not only D3) it is not "true" technique when used some special texture which depends on players view (can be brighter for the same lighting).

Now I think about 'spectrum' material keyword and 'glow' Q4 technique.

Is anyone know how can this (night/thermal vision) be implemented?
Title: Re: Night/thermal vision technique
Post by: The Happy Friar on September 14, 2017, 09:34:42 PM
Oneofthe8devils did that in his Predator mod I believe.
http://www.moddb.com/mods/blade-yautja
Worth checking out.
Title: Re: Night/thermal vision technique
Post by: bitterman on September 15, 2017, 12:04:20 PM
Thanks, great modification indeed.

Seeing at screenshots I belive that it was realized via ARB shader (when current render was processed with green filter and/or some lookup texture).

This technique has one problem - night vision as well as default view based on same lighting. In really dark places it tends to look bad.

Let say we stand in fully dark place. By default we don't see anything but with NV we do.

Just thinking.

Title: Re: Night/thermal vision technique
Post by: The Happy Friar on September 15, 2017, 08:21:40 PM
I think the issue (and it's not really an issue, just the way the game works) is that you can't separate entities from the world via lighting.  Old non-unified lighting games (Quake, etc) this was easily achieved by having the entities a different visual color then the world.

Real night vision doesn't work that way.  check out pics of military night vision: https://images.search.yahoo.com/yhs/search;_ylt=A0LEViwObrxZSf4AaFEnnIlQ?p=military+night+vision&fr=yhs-mozilla-001&fr2=piv-web&hspart=mozilla&hsimp=yhs-001

It doesn't do it like older video games do, it actually amplifies the light & makes dark things brighter, bright stuff blinding.

If you could make the screen grey scale you could then apply a green hue to it & up the brightness+gamma and get the same effect.
Title: Re: Night/thermal vision technique
Post by: bitterman on September 15, 2017, 10:48:35 PM
Is it closer?
Title: Re: Night/thermal vision technique
Post by: The Happy Friar on September 15, 2017, 11:19:02 PM
Can you up the gamma and brightness?
Title: Re: Night/thermal vision technique
Post by: bitterman on September 15, 2017, 11:41:14 PM
Done.

P.S. Hmmm, FPS is down.
Title: Re: Night/thermal vision technique
Post by: The Happy Friar on September 16, 2017, 07:18:26 AM
Wonder why the fps is down.

Looks cool.  You should try it in a doom 3 map to see how it looks. 
Title: Re: Night/thermal vision technique
Post by: oneofthe8devilz on September 18, 2017, 03:35:10 PM
Quote from: The Happy Friar on September 14, 2017, 09:34:42 PM
Oneofthe8devils did that in his Predator mod I believe.
http://www.moddb.com/mods/blade-yautja
Worth checking out.

You mean Bladeghost... I wasn't involved in any of his mods.
Title: Re: Night/thermal vision technique
Post by: The Happy Friar on September 18, 2017, 10:05:34 PM
Yes, my mistake.  Got confused there even with the moddb profile staring my in the face.  :)