I just noticed that you can do some interesting things by messing with setTonemapSaturation and setAmbientIntensity on the Sky component. I'm wondering if it's going to be a problem if I use a sky component on indoor levels so that I can continue to get consistent access to those functions. Clearly it adds a bit of lighting, but I (think) that can be corrected for using setAmbientIntensity(0).
My thought is that you could use this sort of thing to do something like have a 'spirit potion' which makes the screen go greyscale and allows the player to see/use secret passages or bridges or something like that while active, or have a 'dark zone' type area using setAmbientIntensity(-1000) or things like that.
Tonemap on indoor levels
Re: Tonemap on indoor levels
Ohhhh, I just tried this, awesome! black and white!
ah, nichg, all I can say is it works until it doesn't work
Edit: my eyes hurt now
ah, nichg, all I can say is it works until it doesn't work
Edit: my eyes hurt now
Last edited by Batty on Sun Nov 16, 2014 6:49 pm, edited 1 time in total.
Re: Tonemap on indoor levels
I've not ran into any problems yet running it on a map that's "indoors." (and without a heightmap, not that I think that matters). I use "sky" entities to put the player in a dream state (black and white w/setTonemapSaturation) on one puzzle.nichg wrote:I just noticed that you can do some interesting things by messing with setTonemapSaturation and setAmbientIntensity on the Sky component. I'm wondering if it's going to be a problem if I use a sky component on indoor levels so that I can continue to get consistent access to those functions. Clearly it adds a bit of lighting, but I (think) that can be corrected for using setAmbientIntensity(0).
My thought is that you could use this sort of thing to do something like have a 'spirit potion' which makes the screen go greyscale and allows the player to see/use secret passages or bridges or something like that while active, or have a 'dark zone' type area using setAmbientIntensity(-1000) or things like that.