#21
Posted 31 August 2017 - 08:59 AM
#22
Posted 31 August 2017 - 09:05 AM
Alcom Isst, on 30 August 2017 - 02:27 PM, said:
Fair enough.. I didn't know the keys to do that anyway.. But i am hoping for more functionality, know what i mean?
#23
Posted 31 August 2017 - 09:24 AM
Alcom Isst, on 30 August 2017 - 12:46 PM, said:
And if you want to have a really fun time with your lance mates, set up a private 2v2/4v4/4v4 clan VS IS match with some friends and everyone turn off their huds and try to fight in River City. Its freaking intense!
#24
Posted 01 September 2017 - 12:44 PM
#25
Posted 01 September 2017 - 07:01 PM
Yeonne Greene, on 31 August 2017 - 08:59 AM, said:
all signs to me point to the possibility that they can only use additive blending on the render targets. skull board works because you can fill the board with the outline pattern tiled out, and then fill it out again one skull at a time each time you get a kill. the colors will add and appear brighter than previous. it looks good and it works. more dynamic information is impossible to display when all you can do is brighten the pixels. you would essentially bleed everything to the max color value and no further changes could be made at that point. i presume this is also why the old screens were all fullbright colors.
it should be possible to activate other blend modes (or switch it off entirely so you are just writing texel values), but its possible that the creators of cryengine never fully implemented those features or that pgi is using them incorrectly.
#26
Posted 01 September 2017 - 07:31 PM
LordNothing, on 01 September 2017 - 07:01 PM, said:
all signs to me point to the possibility that they can only use additive blending on the render targets. skull board works because you can fill the board with the outline pattern tiled out, and then fill it out again one skull at a time each time you get a kill. the colors will add and appear brighter than previous. it looks good and it works. more dynamic information is impossible to display when all you can do is brighten the pixels. you would essentially bleed everything to the max color value and no further changes could be made at that point. i presume this is also why the old screens were all fullbright colors.
it should be possible to activate other blend modes (or switch it off entirely so you are just writing texel values), but its possible that the creators of cryengine never fully implemented those features or that pgi is using them incorrectly.
The skull patterns on the kill counter are two distinctly different shapes between lit and unlit. And even if they weren't, all you need to be able to do is brighten and darken pixels to have functioning ammo counters, HTAL, paper doll, etc. on the monitors.
As for the full bright, I think they were doing that to give it that CRT look in game. A display is a light source, and full bright gives it that sort of vibrance. It's an aesthetic fit.
#27
Posted 02 September 2017 - 09:48 AM
Yeonne Greene, on 01 September 2017 - 07:31 PM, said:
The skull patterns on the kill counter are two distinctly different shapes between lit and unlit. And even if they weren't, all you need to be able to do is brighten and darken pixels to have functioning ammo counters, HTAL, paper doll, etc. on the monitors.
As for the full bright, I think they were doing that to give it that CRT look in game. A display is a light source, and full bright gives it that sort of vibrance. It's an aesthetic fit.
i dont recall ever seeing instances of things on the displays getting darker. if you take a lit up skull and render it over a dark outline skull, the brighter colors will wash out the less bright outline. if that doesnt work you can subtract the first bitmap from the second in photoshop or whatever so that when blended you get the desired output. i smell workarounds and still suspect that they are locked into an alpha blending mode.
#28
Posted 02 September 2017 - 10:09 AM
LordNothing, on 02 September 2017 - 09:48 AM, said:
i dont recall ever seeing instances of things on the displays getting darker. if you take a lit up skull and render it over a dark outline skull, the brighter colors will wash out the less bright outline. if that doesnt work you can subtract the first bitmap from the second in photoshop or whatever so that when blended you get the desired output. i smell workarounds and still suspect that they are locked into an alpha blending mode.
None of it makes sense. They have code in the game to trigger texture swaps already; it's what happens when you do damage to a 'Mech. There cockpit monitors are textures. Even if they need to forgo using the alpha channel for whatever reason to light it, they could still use an external light source. Though even that makes no sense, since damage glow illustrates they can do exactly what we need.
#29
Posted 02 September 2017 - 11:54 AM
Vancer2, on 30 August 2017 - 09:27 AM, said:
Edit. Please stay on track, I want the developers to see this thread, if you guys know people who want this back tell them! It brings great immersion into the game! Spread the word!
I implore you, please spread word of this. This is a great immersion feature. Im sure many of you would agree. If enough people want a feature added, PGI will surely listen, RIGHT?!
I will also occasionally bump this topic from time to time.
I think the best option wouldn't just be to 'get them back' but to implement them as well.
Thus you would end up with three states of monitors.
Active - The old monitors with accurate tracking of mech info
Static - Current Monitors that are simply animated textures
Off - Self Explanatory
#30
Posted 06 September 2017 - 07:50 AM
#31
Posted 06 September 2017 - 07:55 AM
#32
Posted 06 September 2017 - 08:01 AM
#33
Posted 08 September 2017 - 06:17 PM
Maybe a rear view?
But the current screens do seem to show gibberish and no actual in game info read outs, which is a shame.
Edited by Sebaztien Hawke, 08 September 2017 - 06:18 PM.
#34
Posted 08 September 2017 - 10:31 PM
DAYLEET, on 30 August 2017 - 09:55 PM, said:
I wouldn't trust PGI to actually spend the money on MWO. I mean If I recall correctly they managed to secure about 5 million from use founders but at some point through a shareholders meeting or something, it was made known that about 2/3 of it got siphoned off for "Other Projects" which is one of the reasons why we got the game in such a basic state. PGI just never invested the money this game actually needed.
Also it doesn't take a genius to figure out the reason why this game has stagnated for so long with no new content being added was because they took all the money they made from the mech packs plus moved all the strong programmers, Map designers, to their AAA flagship title MW5.
#35
Posted 09 September 2017 - 10:35 AM
Viktor Drake, on 08 September 2017 - 10:31 PM, said:
I wouldn't trust PGI to actually spend the money on MWO. I mean If I recall correctly they managed to secure about 5 million from use founders but at some point through a shareholders meeting or something, it was made known that about 2/3 of it got siphoned off for "Other Projects" which is one of the reasons why we got the game in such a basic state. PGI just never invested the money this game actually needed.
Also it doesn't take a genius to figure out the reason why this game has stagnated for so long with no new content being added was because they took all the money they made from the mech packs plus moved all the strong programmers, Map designers, to their AAA flagship title MW5.
Im sure those other projects got nice cars with some coke and hoockers on the hood.
#36
Posted 19 September 2017 - 08:59 AM
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