
OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Feb 3, 2017 10:40 PM
Msg. 1 of 7
Is there a way I could change the rasterizer for a single map to achieve the pixelated PS1 look, like how Dino Crisis or Metal Gear renders its scenes, at full resolution ( without resorting to 640x480? )
I realize that there are certain moods and atmospheres that only work with these kinds of artstyle
EDIT:
I got somewhat close by using the cinematic tools:
(cinematic_screen_effect_start 1) (cinematice_screen_effect_set_convolution A B C D E)
I got it to be somewhat pixelated, but it also blurred it a little too. What do A and B do in this command ??
I know that C = starting convolution D = final convolution and E = transition time . But I don't know what A and B do.
As there are still noticeable sacrifices when using a cinematic screen effects during gameplay, my questions still stand
Edited by OrangeJuice on Feb 6, 2017 at 06:50 PM
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Feb 6, 2017 09:38 PM
Msg. 2 of 7
i have no idea how to do this but holy hell i want to see what youre cooking up with that, sounds like it would be super cool. have you tried plugging in boundary values (as small and lrage as you can get) to figure out what a and b do?
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Feb 7, 2017 06:14 PM
Msg. 3 of 7
New questionnn ! ! !
If I wanted a security system:
What would it take to make a texture(like a monitor's screen) display info from a camera or camera track in real time? Edited by OrangeJuice on Feb 7, 2017 at 07:49 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 7, 2017 06:29 PM
Msg. 4 of 7
Quote: --- Original message by: OrangeJuice
New questionnn ! ! !
If I wanted a security system:
What would it take to make a texture(like a monitor's screen) display info from a camera or camera track in real time?
(and could it be done with OpenSauce IDE ?) Edited by OrangeJuice on Feb 7, 2017 at 06:14 PM Moving sequences basically? Well tbh it is possible but it takes an enormous amount of effort to get even 2 - 3 seconds of footage to play right. Basically you'd need to chop up your source material into individual frames and assemble them into an animated sprite sheet. It's by no means practical since you'd have to manually place 70 - 80 snapshots into a sprite which is to be polite a fugging nightmare. If only someone could get .bink working in CE.
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Feb 7, 2017 09:36 PM
Msg. 5 of 7
id recommend just faking it. faking it would be super easy. have em walk up to it and press a button to use or something and just switch the camera. if you want to be fancy you could model the outside of the screen, and have a texture with the overlay in the screen and the rest transparent, so it looks like youre lookin at the monitor when it switches to a new camera.
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SBB_Michelle
Joined: Nov 4, 2015
This site brings me pain.
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Posted: Feb 8, 2017 07:30 AM
Msg. 6 of 7
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cippozzo
Joined: May 7, 2013
"I... I am a monument to all your sins."
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Posted: Aug 22, 2021 08:03 AM
Msg. 7 of 7
Fork dxvk, search for all linear filter references and change them to nearest. Build and setup it. Start Halo CE using dxvk at a PSX resolution, if you want wide screen, divide width by aspect ratio and you got your height, of course floor it.
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