Nightvision
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- Dozey
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Subject: Nightvision
Post Posted: 16 May 2014, 13:46
I am looking for a very well made nightvision effect for unreal. Or if there's no any made before, I would request someone for function code. Yesterday I was figuring this myself, on the base of amplifier but it didn't work.
- Delacroix
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Subject: Re: Nightvision
Post Posted: 16 May 2014, 15:36
From what I know Bleeder has made a Nightvision effect for Rising. We can try asking him
I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
- Bleeder91<NL>
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Subject: Re: Nightvision
Post Posted: 16 May 2014, 16:49
https://www.youtube.com/watch?v=9LMAnWkMGQQ
First few seconds. I can make a 227 standalone inventory item out of it if you want.
First few seconds. I can make a 227 standalone inventory item out of it if you want.
- Dozey
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Subject: Re: Nightvision
Post Posted: 17 May 2014, 18:43
The standalone version will be appreciated.
- Dr.Flay
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Subject: Re: Nightvision
Post Posted: 19 May 2014, 07:48
Groovy, I only have an old UT IR goggles mutator.
Though since using the IR rifle in Nali Weapons 3, I can see that style working well.
eg. as it is thermal-imaging rather than just plain Infra Red, you can vary the visibility depending on the actors.
Reptiles, fish and spiders etc. being above ambient temp, giving a slight glow, and zombies and undead etc. just being grey shapes.
Really helps add tension, and stops the IR being too "powerful"
Though since using the IR rifle in Nali Weapons 3, I can see that style working well.
eg. as it is thermal-imaging rather than just plain Infra Red, you can vary the visibility depending on the actors.
Reptiles, fish and spiders etc. being above ambient temp, giving a slight glow, and zombies and undead etc. just being grey shapes.
Really helps add tension, and stops the IR being too "powerful"
- evilgrins
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Subject: Re: Nightvision
Post Posted: 19 May 2014, 19:29
I know of a sniper-rifle for ut99 that's got nightvision, which i suppose someone could adapt to U1.
- Sat42
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Subject: Re: Nightvision
Post Posted: 22 May 2014, 10:49
It could be a great feature!
Pretty cool! could you please tell me where I can download this?
I totally dig that idea!! hopefully we'll see that in action
evilgrins wrote:I know of a sniper-rifle for ut99 that's got nightvision
Pretty cool! could you please tell me where I can download this?
Dr.Flay wrote:eg. as it is thermal-imaging rather than just plain Infra Red, you can vary the visibility depending on the actors.
Reptiles, fish and spiders etc. being above ambient temp, giving a slight glow, and zombies and undead etc. just being grey shapes.
Really helps add tension, and stops the IR being too "powerful"
I totally dig that idea!! hopefully we'll see that in action
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
- evilgrins
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Subject: Re: Nightvision
Post Posted: 24 May 2014, 02:06
Sat42 wrote:Pretty cool! could you please tell me where I can download this?
Pick a forum, any forum · http://unreal-games.livejournal.com/80177.html
Offhand, I only have a download for it in that map edit. Don't recall the specific filename off the top of my head.
- Sat42
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Subject: Re: Nightvision
Post Posted: 24 May 2014, 13:46
M16Arena.u
Thanks evilgrins!
Thanks evilgrins!
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
- Maxer 64
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Subject: Re: Nightvision
Post Posted: 25 May 2014, 18:59
I think there is a night vision item in Dots's Pack 6.
Here's the download if you want it.
http://www.hypercoop.tk/dl/Pack6.7z
Here's the download if you want it.
http://www.hypercoop.tk/dl/Pack6.7z
If you see this, I was a really dumb and stupid kid. Don't listen to the above.
- Dr.Flay
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Subject: Re: Nightvision
Post Posted: 27 May 2014, 12:52
Indeed there is. I'll have to have a play with it.
One thing that comes to mind is that we don't really need key-binds, as it can work as an inventory item.
Here's a better int file
Here is a copy of the old UT "InfraGoggles" mutator for comparison.
https://drive.google.com/file/d/0B-AaAv ... sp=sharing
One thing that comes to mind is that we don't really need key-binds, as it can work as an inventory item.
Here's a better int file
Code: Select all
[Public]
Object=(Name=Pack6.Pack6,Class=Class,MetaClass=Engine.Mutator,Description="Pack6 Mutator,Typical monster weapon etc.. mutator.")
Object=(Name=Pack6.AdminMut,Class=Class,MetaClass=Engine.Mutator,Description="Pack6 Admin,Needed for summoning AdminMag.")
Object=(Name=Pack6.InstantGibMut,Class=Class,MetaClass=Engine.Mutator,Description="Pack6 InstantGib,Instant Gib with .:..: Pack6 Weapons.")
Object=(Name=Pack6.FixMut,Class=Class,MetaClass=Engine.Mutator,Description="Pack6 FixMut,fixes some blockable levels that normal unreal maps have.")
Object=(Name=Pack6.CrazyMovers,Class=Class,MetaClass=Engine.Mutator,Description="Pack6 Crazy Movers,all movers have their own 'will' to do things.")
Preferences=(Caption="Mutators",Parent="Advanced Options")
Preferences=(Caption=".:..: Pack6",Parent="Mutators")
Preferences=(Caption="Pack6 Mutator",Parent=".:..: Pack6",Class=Pack6.Pack6,Immediate=True)
Preferences=(Caption="Pack6 Ammo",Parent=".:..: Pack6",Class=Pack6.AMM,Immediate=True)
Preferences=(Caption="Pack6 Admin",Parent=".:..: Pack6",Class=Pack6.AdminMut,Immediate=True)
Here is a copy of the old UT "InfraGoggles" mutator for comparison.
https://drive.google.com/file/d/0B-AaAv ... sp=sharing
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