Mask all scenes with an image

  • #1, by LebosteinFriday, 23. January 2015, 13:08 5 years ago
    I would mask all my scenes with a non-scrolling image in screen size (for example 1920 x 1080 pixel) like a grain filter or a TV-mask (see examples below). How I could do that? Object images in scenes can't be fixed...

    Thanks!

    Key Killer

    598 Posts


  • #2, by afrlmeFriday, 23. January 2015, 13:20 5 years ago
    Create the overlay image as an image attached to an interface button. Link said interface containing the image to the current character. smile

    P.S: Did you know that the new openGL shader stuff contains a function for generating dynamic noise?

    Imperator

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  • #3, by LebosteinFriday, 23. January 2015, 13:34 5 years ago
    The forum search about "openGL" gives no matches...
    Where I can find informations about "the new openGL shader stuff"?

    Key Killer

    598 Posts

  • #4, by LebosteinFriday, 23. January 2015, 14:28 5 years ago
    Create the overlay image as an image attached to an interface button. Link said interface containing the image to the current character. smile

    The button seems not needed. I have generated a new Interface (categroy miscellanous) and attached with a 1920 x 1080 px main interface image, position absolute (0,0). It works. Thanks!

    Key Killer

    598 Posts

  • #5, by afrlmeFriday, 23. January 2015, 14:34 5 years ago
    On the wiki?

    You need to include (once) the shader toolkit script found on this page here into a script in the script section of your project. Unfortunately there's no addon for a copypaste button for the code block & it's quite large, but there is a .lua file available in the resources table at the bottom which can be opened up in any text editor, which will allow you to do select all & copy.

    After you've added that, you can use the various shader functions & shader effects that are currently available to apply various effects to the screen &/or scene objects. See here.

    The noise function can be found here.

    Quick note: general screen effects will by default also affect the text & mouse cursors too. If you don't want it to affect them then just create an execute a script in game launch actions containing...
    -- this will exclude interfaces, display text & mouse cursors from being affected by the shader.
    game.ShaderExclude = eShaderExcludeInterfaces
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    or...
    -- this will exclude display text & mouse cursors from being affected by the shader.
    game.ShaderExclude = eShaderExcludeTextsAndCursor
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    2
    3


    P.P.S: there is a bug in the current build with ShaderExclude. It generates black thumbnails for the save system in which only the cursor can be seen. This has been fixed for the next public build.

    Imperator

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  • #6, by LebosteinSaturday, 24. January 2015, 13:42 5 years ago
    @andi: this interface based mask graphic can be helpful for your letterbox bars too.

    Key Killer

    598 Posts

  • #7, by afrlmeSaturday, 24. January 2015, 13:53 5 years ago
    Create the overlay image as an image attached to an interface button. Link said interface containing the image to the current character. smile

    The button seems not needed. I have generated a new Interface (categroy miscellanous) and attached with a 1920 x 1080 px main interface image, position absolute (0,0). It works. Thanks!


    Does it still let you access everything in your scenes ok?

    Imperator

    6812 Posts

  • #8, by LebosteinSaturday, 24. January 2015, 14:53 5 years ago
    There is a little trick. You have to set one single interface area point outside the screen. Otherwise Visionaire hide all objects behind the interface screen.

    This morning I photographed a sheet of parchment paper ("Butterbrotpapier" in german) and I generated an alpha masked image from this to build an "every time visible" interface. Now, all my scenes look like made from paper:



    Key Killer

    598 Posts

  • #9, by afrlmeSaturday, 24. January 2015, 15:11 5 years ago
    Very nice. smile

    I was going to mention setting up a small interface area somewhere so that the entire interface doesn't obscure your scenes. With smaller interfaces that you place with absolute positioning it doesn't really matter, but I see you figured it out anyway!

    Imperator

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