Making armor more integrated

A simple thematic addition. This is to give armor a greater acknowledgment in game.

First the forethought to ask that it be an optional on/off effect
for those that don't want to use it.

The switch key: The same that turns on and off the flashlight, headlight, and NVGs.

Where to enable it: In the cosmetic portion of the armor sets.

Why a request for the effects: Presently the armor once put on is just that.

The thought: For the brimmed only helms a shaded effect during the day until you tilt
you head high enough to view Godrays or the sun.

For those with lenses Shaded tint that can use the same technique as the Light now: The
gradients. This would make it feel more interactive as the light waxes and wanes.
For the Baklava or Cowls, and audio addition, to simulate suppressed breath especially
when Running and during temporary exhaustion. For the Heavy armor the ports can give a
medieval feeling, especially when combined with a different auditory file.

A potential addition is leveraging the screen overlay, to simulate sweat, or light fogging
the same as when wearing certain types of eye covering.

These additions are mainly cosmetic enhancements, and do not add additional load. The sound
is just an audio pointer to a different file. The tint is just an mask overlay the same way
that a scope effects the screen when raised. It can be used on all platforms.

IF not added for main game play, then a template, and a property added to xml that is temporarily
blocked out. The overlay can be placed in the icons folder for easy access.

The tints themselves can be the dyes, and or the gradient for progressive light effect over time.

Alternate possibilities, can be used and custom tinted for color deficient players. For modding
16million tints to choose from and customize. They could also be multi tonal. To make the armor
more than just a prop, and not conflict with optimization.

Examples of what I mean:
Helm examples.png
 
I'll assume you're blessed with not wearing glasses IRL? :)

I wouldn't mind some effects from headgear, a baseball cap does indeed block your vision on top. But for your examples, that's most definitely not how glasses work :)

As you look through each lens with a separate eye, your "actual" combined image with glasses only shows the frames around your entire vision. They're also pure blur, they're way too close to focus on. So for a "real" look, draw a single ellipse around the entire screen, make it a blur, and give it about 50% transparency (your other eye isn't blocked at the same spot as the other one.)

For debris "on the eyewear", that's also all just a blur too close to focus. And if small enough* also basically transparent. You can read text on a screen through it, it will only make the text slightly blurred. Water droplets are basically a foggy area, not droplets like games like to draw.

*(about half the width of a pencil, good sized junk to hang on your lenses)

The helmet, while that looks like the raider helmet design, the holes would likely be 3x as big, and the overlay would be transparent as the other eye covers the area you can't see.

If your examples would be the implementation, I'd rather not; but some "more reasonable" effects could be nice :)
 
Broad stroke idea, not an attempted final render. Not trying for reality, just a tinted effect,
so that when you select on the helm, from the cosmetic area it changes the color, but in the
approximate shape of the goggles associated with that helm. I figured if TFP did a quick
uh huh look at them they would figure a much better layout.

I did not try to create a black mask, the outline of the glasses could be there but a lot
closer, and covering more screen, with an edge case difference. But there is a certain amount of
visibility, at the perimeters, that would show the non tinted colors.

The reason for the wide screen view is to show the subtle difference if it were tinted, just as an example.

I was going to use the layout for the NVGs but decided to show the difference that would be seen
to the side vs through the inner area, inside, outside, close up, and distance.

As far as the raider, It is just to give an Idea of what it would look like if enabled, it isn't a one to one
view, I just cropped it to copy and paste all in one file.
 
Broad stroke idea, not an attempted final render. Not trying for reality, just a tinted effect,
Aye, for sure. I made a quick draft of my "real" perception of my glasses in my field of vision, and gave it a green "tint" (although it's just 1% opaque green...). But something like this:
diggy-glasses-2.png

Probably with larger lens area / smaller edge area, but still; the frames forming "one lens", and the frame itself being an absolutely blurry, transparent mess.
Hard to make it not look completely silly though ... :)
 
That would probably work, just has to take up more room, to make it feel like it's
on the face. But it makes sense.

Actually that reminds me of the picture I had in mind for the Cowl. and instead of black outside
it would have a dark sort of leathery texture, but really dark. so it's like being in a face mask with wrap lenses.

I like the blur, tried it in game once, one game that i liked the blur is I am alive. It actually makes you focus on the
player and gives the game arena depth.

You used overlay, I used 20% color burn, I got the idea from looking at a bluray rayban advertisement.

Then add to that the sort of varied echoed breathing and it could give closed face helms individual personalities.
 
Then add to that the sort of varied echoed breathing and it could give closed face helms individual personalities.
Ye, could be good and immersive. :)

It's just a real fine line to where it becomes too much of a nuisance, and that vary player to player. So, some opacity settings at minimum, but preferably a toggle on character sheet to "show helm effects" or some such (so no need to log out to deal with the annoyance).
 
It's just a real fine line to where it becomes too much of a nuisance, and that vary player to player. So, some opacity settings at minimum, but preferably a toggle on character sheet to "show helm effects" or some such (so no need to log out to deal with the annoyance).
Agreed. I always include "as an option", mainly because I don't expect everyone to like the ideas I have.

That is also why I didn't add a black out mask, anything effecting screen real estate is a really touchy
situation. Actually the simplest way to achieve it is using the NVGs mask.

The thought was brought about by multiple things. The sound of the hazmat Z, and people posting
in regard to different sight limitations, using the NVGs in my play through, and virtual reality using anaglyph 3D.
1f60e.png
"We are the music makers, and we are the dreamers of dreams" and my dreams are rarely completely practical.
 
@theFlu
I went by your example. Result is combined into single virtual lense, with variable distance blur,
minimum screen reduction, still with color burn vs overlay, to give rich color change. Is this closer
to what you meant? Each one has a subtle distance, the smoke colored lense has varied.
EDITED.png
 
Is this closer to what you meant?
Ye, way closer for sure. A couple nits to pick, but they could be seen as a nod to it being a "gamified gear sim", not simulation.

The Nits:
1) Those nooks you've made in the center do Not exist. If I look straight at the screen, that nook at my nose for my right eye is almost half a screen's width Outside the screen, on the left side. The center area is seen with both eyes, through their respective lenses, leaving only the bottom part of the frame "perceivable" in that area.
2) The frames are in focus. I just tried; if I pop out a lens and try to read the screen through the frame alone. There's merely a small blur on the text, but not one single letter gets covered even if I try. So, for realism the frame should be blurry and transparent.

But yeah, those things I could accept as a "we made it resemble the gear you're wearing to make you connect the ideas". Sharing art style between the icon, the actual 3d gear piece and the FOV overlay; makes it feel the same thing even if not realistic.
 
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