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Layers #364051
03/16/11 08:11
03/16/11 08:11
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
Rabbit Developer
Inestical  Offline OP
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
I'm not sure if this already exists

There should be rendering layers or groups, that you can flag your game objects in GED/WED. Then you could control larger part of your scene. You could hide a section, without accessing each one, until an action enables them, you could assign post process shader, such as bloom to one section, and SSAO to other. Also you could determine which are indoor and which are outdoor stages (helping out weather effects)... The list goes on.

If such feature already exists, I'm eager to learn it, as I really would like not to constantly use invisible portals when creating environments and limiting passages, etc.


"Yesterday was once today's tomorrow."
Re: Layers [Re: Inestical] #364232
03/16/11 22:24
03/16/11 22:24
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
Expert

Joined: Jan 2003
Posts: 4,615
Cambridge
I guess this could be done via a general render event and various cameras.

Re: Layers [Re: Joey] #364449
03/18/11 11:19
03/18/11 11:19
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
For preventing the rendering of entity groups in a certain view, the simple method is using NOFLAG1, the more complex method is assigning a material with a render event, and the Pro method is using portal regions. I think these 3 methods cover all possible situations.

Re: Layers [Re: jcl] #364653
03/19/11 19:45
03/19/11 19:45
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
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Inestical  Offline OP
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
Thanks. I'll look into the material and NOFLAG1.


"Yesterday was once today's tomorrow."

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