Game Development Community

Transparency / Invisibility / Adaptive Camouflage

by Brendan Burns · in Torque Game Engine · 08/28/2006 (9:42 pm) · 6 replies

Hi all,

I am trying to turn the "Blue Guy" invisible.

By invisible, I'm open to suggestions, but essentially anything along the lines of

1. Invisible - Appear not there. (maybe footsteps visible)
2. Partially Invisible - Appear semi-visible. Like the Predator, or a block of ice.
3. Adaptive Camouflage - the "BLUE GUY" will adapt the nearest terrain map.

Any input is welcome.




---

Mr. B.

#1
08/28/2006 (10:02 pm)
%obj.setCloaked(true);
#2
08/28/2006 (10:03 pm)
Try this on the console:

LocalClientConnection.player.setCloaked(true);
#3
08/29/2006 (9:43 pm)
The problem with that is when parts of the model overlap they become darker.

img243.imageshack.us/img243/821/torquecloakcu2.th.jpg
As you can see, the player is still very visible.
#4
08/29/2006 (10:07 pm)
I also ran into that issue. I think there are some OpenGL calls you can do that will ignore the zbuffer. I am terrible with OpenGL so someone else would need to fill you in on the right calls.
#5
08/29/2006 (10:27 pm)
Hmm...

This is pretty much an intended cause/effect thingy. When they overlap they'll become more visible, I don't know how deeply this is rooted into the engine though. You might want to start to look at where it renders the player if cloaked and adjusts the opacity and modify it further from there ;)


Also about this picture:
img243.imageshack.us/img243/821/torquecloakcu2.th.jpg
(Linked to the high res for you)
The cloak level doesn't look quite right, it should be just about invisible if setCloaked is actually working properly in 1.4, shouldn't it? I haven't used that effect in a while >.>

[Ishbuu]
#6
08/30/2006 (2:33 pm)
Check this link out there spell in zip call Invisibility and it work real good. Look at the script to see how it is been call for some pointers. This may help you.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8621