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View Full Version : Lense Flares in UT2k3???


jb
13-Mar-2003, 19:32
Well I have been able to whip up some code to add this to our UT2k3 mod. However our team is not sure if this feature is useful. Is it practical no. Is it a neat effect? Well I think so but other then the SS games not sure who or what else uses them. I think the best thing to do is go over to a UT forum and ask the users there. But just wonder what you folks thought about them? Are they too much? A dime a dozen? Worth while?

Oh BTW here is my literally 10 min hack to get them in and working (meaning this is in no way final just a quick proof of concept test):

http://www.chaoticdreams.org/~ce/ChaosUT2Evolution/temp/Shot00102.jpg

PS not so sure why it looks so dark on this map...could be my monitor at home had a more brightness higher gamma..hmm maybe I should go back and check the lighting on that map....

Tagrineth
13-Mar-2003, 19:46
Looks perfectly bright to me, check your monitor brightness.

I like lens flares, dunno why really.

Tribes1 had a neat system by which if you were staring toward the sun, the screen would oversaturate and it'd be impossible to see. That was cool.

Silent_One
13-Mar-2003, 20:08
I like the effect. It gets my vote. It would be a neat patch to put out just by itself.

Luminescent
13-Mar-2003, 21:15
Looks good to me.

horvendile
13-Mar-2003, 21:41
I've always thought that lens flares in games is a rather odd idea. It's like simulating that you are watching TV instead of flying a plane or fighting. In principle, it's the same thing as making computer screens in games flicker horribly, since that's the way it looks on TV.

But is it neat? Yes!

Saem
14-Mar-2003, 02:13
Lens flares are nice if you're using a sniper scope. If you had flash lights, people on the opposite end could have this effect on them, mix this with the Tribes 1 like effect and that's a neat manouver.

Colourless
14-Mar-2003, 04:37
I have to go kill you now, or somehing. :)

Lens flares are NOT realistic. Sure, if I were controlling a robot with a conventional optical camera with lenses then yeah, you'd get lens flares, but you are supposed to be a person. Our eyes do not get lens flares.

jb
14-Mar-2003, 13:28
I have to go kill you now, or somehing. :)

Lens flares are NOT realistic. Sure, if I were controlling a robot with a conventional optical camera with lenses then yeah, you'd get lens flares, but you are supposed to be a person. Our eyes do not get lens flares.

So double jumping while carrying a full load of weapons and ammo that easily is 4x greater in mass than your player while gulping down pills that allow you to go invisible is with a HUD is???? Your forgetting that their are robot models in that game that you can play and whos to say that the alein eyes dont have multiple iris which could (in a wild SiFi way) have optics that resembles this effect :) This effect would belong in U2 as you had a helemt/visor on that whole game...

The key was not to add realism it was weather or not the effect has a place in the game. I know the whens and whys this effect happens. Just trying to see if this effect was ok to use in a game. And I realize that no way in hell everyone will like it or agree its a "good" thing....

epicstruggle
16-Mar-2003, 07:31
Nice effect. SS looked pretty good to me.

later

micron
18-Mar-2003, 08:35
OHhhhhhh!...I want lens flares in my UT2K3!!, they're beautiful!...I'd be the guy getting fragged from standing still, staring up at the sky!

Chalnoth
27-Mar-2003, 21:01
What I think would be nicer would be brightness adjusting based upon what is currently visible.

That is, if a player moves from outside into a dark room, it takes a few moments for the brightness to increase to a level where he/she can function in the dark room. And bright lights should also screw up attempting to see in the dark.

Of course, this would work best with floating-point color combined with some after-rendering calculations.

Althornin
28-Mar-2003, 06:40
What I think would be nicer would be brightness adjusting based upon what is currently visible.

That is, if a player moves from outside into a dark room, it takes a few moments for the brightness to increase to a level where he/she can function in the dark room. And bright lights should also screw up attempting to see in the dark.

Of course, this would work best with floating-point color combined with some after-rendering calculations.
i have always wanted this.
it takes time for your eyes to adjust (in reality) and one bright light can prevent you from seeing the rest of a semi-dark room (in reality).

games need this for better reality.