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Vintage Night?
Posted: Mon Aug 30, 2010 11:49 am
by fer
Here's some code for the
init.sqf file which turns the player's vision black and white:
Code: Select all
// VISUAL EFFECT: Monochrome
_ppColor = ppEffectCreate ["ColorCorrections", 1999];
_ppColor ppEffectEnable true;
_ppColor ppEffectAdjust [0.5, 1, 0, [1, 1, 1, 0], [1, 1, 1, 0.0], [1, 1, 1, 1.0]];
_ppColor ppEffectCommit 0;
_ppGrain = ppEffectCreate ["filmGrain", 2005];
_ppGrain ppEffectEnable true;
_ppGrain ppEffectAdjust [0.02, 1, 1, 0, 1];
_ppGrain ppEffectCommit 0;
How about making the [Sun] 12 September session a night of vintage missions? The idea of a vintage mission is that it's played in black and white, and only features weapons which might have been available in the 1950s/60s. So things like Lee Enfields, AK47s and T55s are
in, but SCARs and Ak-74s are
out. If some of the other mission makers are up for it, we might even link a few missions together to tell a story (like a mini-campaign).
What do people think of this madness? Is is

or

?
Re: Vintage Night?
Posted: Mon Aug 30, 2010 12:12 pm
by messiah
I'm ready for any "special" scenarios.
Re: Vintage Night?
Posted: Mon Aug 30, 2010 1:57 pm
by mort
I don't mind playing with the old kit - are their Mauser K98s and Mosin-Nagants in there as well as Enfields but I just think I would find the whole playing in B&W thing a bit irritating. I mean nobody in the old days actually saw stuff in B&W did they? To me it's a bit of a gimmick and thats it.
Re: Vintage Night?
Posted: Mon Aug 30, 2010 3:06 pm
by fer
Mort, did you ever play the black and white mission I wrote for Shack Tactical last year? It was on the island of Schmalfelden (sp?), and saw everyone equipped with semi-automatic SKS rifles. It had a good atmosphere - rather like being inside an old WW2 film.
Re: Vintage Night?
Posted: Mon Aug 30, 2010 3:18 pm
by mort
fer wrote:Mort, did you ever play the black and white mission I wrote for Shack Tactical last year? It was on the island of Schmalfelden (sp?), and saw everyone equipped with semi-automatic SKS rifles. It had a good atmosphere - rather like being inside an old WW2 film.
Yes I did

Re: Vintage Night?
Posted: Wed Sep 01, 2010 11:17 am
by fer
Okay, Mort makes a valid point - it's not everyone's taste to play in B&W for an entire mission, and Headspace mentioned to me in chat that it might have a negative impact on target acquisition. So, I wonder if this might work as a compromise:
- We have vintage weapons and vehicles
- The mission starts in B&W, but returns to colour gently over n minutes (say 3)
Hopefully that establishes the WW2 film atmosphere, without causing it to dominate all the gameplay, and by the time we have to engage anything we're back to full colour. I might need a volunteer to help me with the scripting for that, but I think it would be a nice touch. Thoughts?
Re: Vintage Night?
Posted: Wed Sep 01, 2010 6:04 pm
by mort
I've got no problems with that approach

Re: Vintage Night?
Posted: Sun Sep 05, 2010 9:22 am
by DM
What about going the Band of Brothers route?
Their post for the first series (the good one, in Europe) was pretty subtle, but pretty good at drawing you into the [percieved] feeling of the time.
"Real" colours:
Post-processed colours:

Re: Vintage Night?
Posted: Sun Sep 05, 2010 9:39 pm
by fer
Awesome suggestion - will have to put some code together later this week!
Re: Vintage Night?
Posted: Wed Sep 08, 2010 10:08 am
by fer
Alright, I've put together a visual effect which is more in the style of Band of Brothers (muddier colours, and a little bit of grain, in the style of a 1960s/70s TV news footage). I've also written it as something which can be toggled on/off via the mission parameters.
What it looks like normally:

- vintage_effect_off.png (335.93 KiB) Viewed 7174 times
What it looks like with the new visual effect:

- vintage_effect_on.png (449.85 KiB) Viewed 7174 times
Here are the code snippets:
For description.ext
Paste this into
class_Params
Code: Select all
// VISUAL EFFECT
// Credits: Fer
class custom_param_vE
{
title = "Visual Effect";
values[] = {1,0};
texts[] = {"On","Off"};
default = 1;
code = "custom_param_vE = %1";
};
For init.sqf
Paste this anywhere in
init.sqf
Code: Select all
// VISUAL EFFECT
// Credits: Fer
[] execVM "custom\visualEffect.sqf";
For new file custom\visualEffect.sqf
In the main mission folder create a sub-folder called
custom, and in it create a new file called
visualEffect.sqf and paste in this code
Code: Select all
// VISUAL EFFECT
// Credits: Fer
// ====================================================================================
// WAIT FOR PARAMSARRAY TO BE PROCESSED
waitUntil {scriptDone f_processParamsArray};
// ====================================================================================
if (custom_param_vE == 1) then {
"colorCorrections" ppEffectEnable true;
"filmGrain" ppEffectEnable true;
"filmGrain" ppEffectAdjust [0.05, -1, 0.5, 0.05, 2, false];
"filmGrain" ppEffectCommit 1;
"colorCorrections" ppEffectAdjust[ 0.67, 1, 0.01, [0.03, 0.1, 0, -0.34],[1.8, 1.8, 0.3, 0.7],[0.2, 0.59, 0.11, 0]];
"colorCorrections" ppEffectCommit 1;
};
// ====================================================================================