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Cloaking FFP Shader #332349
07/09/10 03:56
07/09/10 03:56
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline OP
Senior Member
bart_the_13th  Offline OP
Senior Member
B

Joined: Aug 2008
Posts: 482
I dont know if someone has already submit something similar, but since someone already mentioned about predator game, here is something that can be used when the cloaking in progress(not when it in cloaking mode, use glass shader or something similar for that).
The process is similar with monsters' death sequence in doom, but instead of red/orange inner layer, I use blue-ish one

Here's the video :
http://www.youtube.com/watch?v=xAEaq6-zf3E

And here's the code
Code:
MATERIAL* mtl_cloak = 
{
	power = 10;
	effect = 
	"
	texture mtlSkin1;
	texture entSkin1;
	float entSkill41;  // the light vector
	float entSkill42;  // the light vector
	technique proj_tex
	{
		pass p0
		{
			zwriteenable = true;
			alphablendenable=false;
			alphatestenable=true;
			alpharef=<entSkill41>; //Reference Value for the first skin, should be lower than the second skin
			alphafunc=Greater;     //Compare the alpha with the Reference Value, if it Greater then show the pixel
			
			Texture[0] = <mtlSkin1>; 
			ColorArg1[0] = Texture;
			ColorArg2[0] = Diffuse;
			ColorOp[0]   = Modulate2X;
			ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
			ALPHAOP[0]   = SELECTARG1;
			
			
		}
		pass p1
		{
			zwriteenable = true;
			alphablendenable=false;
			alphatestenable=true;
			alpharef=<entSkill42>; //Reference Value for the second skin, should be higher than the first skin
			alphafunc=Greater;     //Compare the alpha with the Reference Value, if it Greater then show the pixel
			
			Texture[0]   = <mtlSkin1>; // Just to copy the alpha channel
			ColorArg1[0] = Texture;
			ColorOp[0]   = SelectArg1;

			Texture[1] = <entSkin1>;  
			ColorArg2[1] = Texture;
			ColorArg1[1] = Diffuse;
			ColorOp[1]   = Modulate2X;
			ALPHAARG1[1] = Current | ALPHAREPLICATE; //Use the alpha channel from the 1st texture 
			ALPHAOP[1]   = SELECTARG1;               //so we dont have to change the model texture manually   
			
		}
	}
	";
}



Here's where to download the demo:
http://www.mediafire.com/?zqyjzhzy30m

To use it, you must assign a BMAP with random alpha channel as mtl_cloak.skin1. You can check mine in the full demo. Then to cloak/uncloak, you must change the entity's skill41(for 1st texture) and skill 42(2nd texture) with range of 0 to 0.24(I don;t know why it must be 0.24(any idea guys?).

Have fun

Re: Cloaking FFP Shader [Re: bart_the_13th] #332355
07/09/10 07:05
07/09/10 07:05

C
chris_oat
Unregistered
chris_oat
Unregistered
C



Looks very cool. im sure the one who develop the predator game will take a closer look at it.

Re: Cloaking FFP Shader [Re: ] #332360
07/09/10 08:21
07/09/10 08:21
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Joined: Aug 2009
Posts: 1,438
Spain
wow, very cool, If I get permission to create the game, I'll use your contribution for sure


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Re: Cloaking FFP Shader [Re: painkiller] #332366
07/09/10 09:01
07/09/10 09:01
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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Liamissimo Offline
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Liamissimo  Offline
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Joined: Jul 2009
Posts: 1,198
Berlin, Germany
Looks awesome what you did!


"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen."
-JCL, 2011
Re: Cloaking FFP Shader [Re: Liamissimo] #332376
07/09/10 10:51
07/09/10 10:51
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
oh my! thats brilliant! great work!


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Re: Cloaking FFP Shader [Re: Blink] #332391
07/09/10 13:05
07/09/10 13:05
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Very nice, could be useful for defeated enemies, too (like the vampires in Blade).


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Re: Cloaking FFP Shader [Re: Superku] #332506
07/10/10 08:03
07/10/10 08:03
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
JoGa Offline
User
JoGa  Offline
User

Joined: Dec 2003
Posts: 988
Germany, Magdeburg
Originally Posted By: Superku
Very nice, could be useful for defeated enemies, too (like the vampires in Blade).

Yes, this effect is brilliant - some years ago I watched blade I and I saw this effect and thought: Wow, would be really cool to see something like this in 3DGS, i tried it with particles and painting ingame on skins, but it was crap - your effect is wonderful, nice work!!

Re: Cloaking FFP Shader [Re: JoGa] #333269
07/15/10 11:04
07/15/10 11:04
Joined: Sep 2007
Posts: 62
Germany
B
bodden Offline
Junior Member
bodden  Offline
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Joined: Sep 2007
Posts: 62
Germany
wow.

Re: Cloaking FFP Shader [Re: bodden] #333349
07/15/10 21:17
07/15/10 21:17
Joined: Mar 2009
Posts: 146
USA
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paracharlie Offline
Member
paracharlie  Offline
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Joined: Mar 2009
Posts: 146
USA
Thats pretty friggn sweet.


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Re: Cloaking FFP Shader [Re: paracharlie] #430966
10/07/13 05:36
10/07/13 05:36
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Thanks, a bit belated but I did make such a request a while back.

Love AVP but now its soooo dated laugh

Oooops, didnt work on my machine but thats ok, I'll just use TRANSLUCENT thanks...

Last edited by Nems; 10/07/13 05:40.

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