Overlay image (vignette, dirt splashes or adjustment layer)

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MXfish
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Overlay image (vignette, dirt splashes or adjustment layer)

Post by MXfish »

Hi,

when I was playing reflex, I realized how much post processing effects they used in the game. For example they put a vignette (this makes the edges of the window darker) as a overlay image on top over the game.

Also a overlay image could be useful, to simulate dirt splashes on the googles, like every shooter game does with blood.

And a very cool feature would be, to have an adjustment layer like in Photoshop, to control contrast or RGB-curves.


I think that this features are very easy to implement, and would have a great effect on graphics. So what do you guys think about this?
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onefoureight
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Re: Overlay image (vignette, dirt splashes or adjustment lay

Post by onefoureight »

Then add add tear off animations to compliment it 8)
2015 Australian Supercross 450 champion | rF Villain | Wolf Pack Racing Leader | CBL Gaming
John23
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Re: Overlay image (vignette, dirt splashes or adjustment lay

Post by John23 »

I still think having dirt on your lenses and having to pull tear offs would be a great idea.
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al167
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Re: Overlay image (vignette, dirt splashes or adjustment lay

Post by al167 »

MXfish wrote:Hi,

when I was playing reflex, I realized how much post processing effects they used in the game. For example they put a vignette (this makes the edges of the window darker) as a overlay image on top over the game.

Also a overlay image could be useful, to simulate dirt splashes on the googles, like every shooter game does with blood.

And a very cool feature would be, to have an adjustment layer like in Photoshop, to control contrast or RGB-curves.


I think that this features are very easy to implement, and would have a great effect on graphics. So what do you guys think about this?
love your stuff mxfish!, I have asked for alpha mask maps that control tiled textures in the past. it would save a lot of time in track building, but jlv seems to think the blending wouldn't look as good as the current setup. but I do have to agree with him that the curremt decals are great, but they are just so painful to get right!, but a combination of both would be ideal!. jlv has mentioned adding a material style of texturing. will be interesting how he goes about it. any more updates jlv?
jlv
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Re: Overlay image (vignette, dirt splashes or adjustment lay

Post by jlv »

Actually, darkening the edges and adding a dirt layer wouldn't require a post processing step. It's no different from any other translucent texture like the pitboard or whatever.

You would need a post processing step for stuff like bloom, depth of field or everyone's favorite, SSAO. Previously, I had enough problems with framebuffer objects triggering driver bugs to scare me away from it, but I think they actually work with most drivers now. So yes, I'm definitely planning on adding some post processing effects in the future.
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