I'm working on a Deus Ex mod (sorry, no relevant prefix was available), and trying to fix the light amplification part of the vision augmentation.
Basically, what it's supposed to do is give green-tinted night vision. However, the current implementation is lacking:
In effect, what this seems to do is enhance the green in all rendered pixels while discarding the red and blue. As a result, everything looks green, many things look brighter, but some things look dark, especially very red or blue things (blood looks solid black!). Even worse, since this is applied after basic lighting and rendering, it's still no good in dark areas because it cannot increase the level of detail (you effectively still have no dynamic range when looking at dark areas, as if they are still dark). In effect, it's almost strictly worse than just turning your gamma/brightness setting up.
I've been looking for a better way to do this in the Unreal engine, and I can't figure it out. I'd love to have some way to increase the apparent brightness for the player but not other actors, or otherwise meaningfully make the map look less dark, as if it were better lit than it actually is.
I know there's a render mode that effectively makes everything look unlit, but I tried it and it looks completely terrible.
Basically, what it's supposed to do is give green-tinted night vision. However, the current implementation is lacking:
Code:
gc.SetStyle(DSTY_Modulated);
gc.DrawPattern(boxTLX, boxTLY, boxW, boxH, 0, 0, Texture'SolidGreen');
gc.DrawPattern(boxTLX, boxTLY, boxW, boxH, 0, 0, Texture'SolidGreen');
gc.SetStyle(DSTY_Normal);
In effect, what this seems to do is enhance the green in all rendered pixels while discarding the red and blue. As a result, everything looks green, many things look brighter, but some things look dark, especially very red or blue things (blood looks solid black!). Even worse, since this is applied after basic lighting and rendering, it's still no good in dark areas because it cannot increase the level of detail (you effectively still have no dynamic range when looking at dark areas, as if they are still dark). In effect, it's almost strictly worse than just turning your gamma/brightness setting up.
I've been looking for a better way to do this in the Unreal engine, and I can't figure it out. I'd love to have some way to increase the apparent brightness for the player but not other actors, or otherwise meaningfully make the map look less dark, as if it were better lit than it actually is.
I know there's a render mode that effectively makes everything look unlit, but I tried it and it looks completely terrible.