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Author Topic: Opensauce Post Processing - display bitmaps? (3 messages, Page 1 of 1)
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HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Nov 4, 2012 11:42 PM    Msg. 1 of 3       
Does anyone know how to set up OS post processing to display bitmaps on screen?
I've read the Wiki, but it didn't have anything related to bitmaps.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 5, 2012 01:24 AM    Msg. 2 of 3       
Whatchu talkin bout Willis.


Actually, you can just make a plane scenery with an applied bitmap and place it in the location of the "screen".
If you want cycling images, make multiple scenery planes, have them in the same location, then cycle them via script.

In fact, Firefight Descent does this for the difficulty selection menu.


EDIT:
Fackles. I just figured out what you meant. Same concept.
Make a scenery plane with a bitmap applied, and then via script, set the player's camera to that plane after a quick fade-out, and fade back in quickly (this is to reduce chance of seeing the camera moving over to the location). Firefight Descent does this too for the SPOiLERS trollface /SPOiLERS.
Edited by MoooseGuy on Nov 5, 2012 at 01:30 AM


teh lag
Joined: May 6, 2008


Posted: Nov 6, 2012 01:08 PM    Msg. 3 of 3       
You can reference a bitmap in the .shader_postprocess_generic and give it an associated value name just like any other variable in OS' PP system. The value name can then be used in a variable in your shader code. This example is from the static PP effect that comes with OS; a bitmap reference is given the name "text_static" in the tag and is referenced in the shader code like so:


texture tex_static
#ifdef SHADER_EXTERNAL
: VARTEXTURE_1
<
string texture_location = "static.tga";
>
#endif
;


(the #ifdef etc is used so that the external image file 'static.tga' can be used instead if the shader is being loaded externally rather than loaded as part of a compiled map).

After this a sampler is declared for the texture and is used as desired in the render passes.
Edited by teh lag on Nov 6, 2012 at 01:11 PM

 

 
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