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Disabling Monster Effects
Adny Offline
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#11
RE: Disabling Monster Effects

There are 2-3 types of blockboxes; experiment with the different kinds.

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09-09-2012, 06:54 PM
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Damascus Rose Offline
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#12
RE: Disabling Monster Effects

Nope, I've tried both block boxes, big size and small, doesn't work. Are you sure that this is possible? Should I just try to give a solid object a transparent texture and then place it in between, would that work?

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09-09-2012, 09:40 PM
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Kreekakon Offline
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#13
RE: Disabling Monster Effects

(09-09-2012, 09:40 PM)Damascus Rose Wrote: Nope, I've tried both block boxes, big size and small, doesn't work. Are you sure that this is possible? Should I just try to give a solid object a transparent texture and then place it in between, would that work?
I did something similar in my mod with a see through glass texture. Enemies cannot see through those, so I assume it should work.

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(This post was last modified: 09-09-2012, 09:58 PM by Kreekakon.)
09-09-2012, 09:58 PM
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The chaser Offline
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#14
RE: Disabling Monster Effects

Have you tried invisible box mass?

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09-09-2012, 11:15 PM
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Robby Offline
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#15
RE: Disabling Monster Effects

I once tried that with a sewer grate. I could see the monster, but he couldn't see me. And the vision blur wasn't there.

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09-10-2012, 07:35 AM
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Damascus Rose Offline
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#16
RE: Disabling Monster Effects

(09-09-2012, 11:15 PM)The chaser Wrote: Have you tried invisible box mass?
What do you mean?

[Image: damascusrose2.png]
09-13-2012, 10:07 PM
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Varrsharighall Offline
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#17
RE: Disabling Monster Effects

Try to open in notepad file called game.cfg (in Amnesia/redist/config).
There are several values. Try to change few:

<Player_General

FlashbackRadialBlurSize = "0.09"   // to "0.0"
FlashbackRadialBlurStartDist = "0.3"   // to "0.0"

<Player_Sanity
NearEnemyDecrease = "0.3"   // to "0.0"

There are much more about darkness, enemies, critters, increasing and decreasing values. Yet, I still cannot remove blur vision completely by this; perhaps someone else will find solutionWink

EDIT

Oh right, I think I resolve this so far. Just delete shader called posteffect_radial_blur_frag.glsl in Amnesia/redist/core/shaders. Don't forget to make back up of this file!! Blurring effect is remove completely. I notice no issues so far (but be careful).
(This post was last modified: 09-14-2012, 08:04 PM by Varrsharighall.)
09-14-2012, 06:11 PM
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The chaser Offline
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#18
RE: Disabling Monster Effects

(09-13-2012, 10:07 PM)Damascus Rose Wrote:
(09-09-2012, 11:15 PM)The chaser Wrote: Have you tried invisible box mass?
What do you mean?
There is a block box mass. Maybe that one works.

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09-14-2012, 08:32 PM
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Damascus Rose Offline
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#19
RE: Disabling Monster Effects

Varrsharighall, that requires editing the main amnesia files and I want it to work in a cs, which wouldn't work. Thanks for helping though.

And chaser, that box does not work either.

Can anyone help me find out how to make an invisible box as an entity and put it in the game? I'm having some trouble with this and the tutorial I've found isn't really helping..

[Image: damascusrose2.png]
(This post was last modified: 09-15-2012, 04:55 PM by Damascus Rose.)
09-15-2012, 04:49 PM
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crisosphinx Offline
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#20
RE: Disabling Monster Effects

(09-15-2012, 04:49 PM)Damascus Rose Wrote: Varrsharighall, that requires editing the main amnesia files and I want it to work in a cs, which wouldn't work. Thanks for helping though.

And chaser, that box does not work either.

Can anyone help me find out how to make an invisible box as an entity and put it in the game? I'm having some trouble with this and the tutorial I've found isn't really helping..
Just make a model that has no textures. That should be easy enough. It's how they did it in amnesia, if I recall.

EDIT: I just checked the model. The Waterlurker has a .dae (which is a sphere) and a .dds (which is probably nothing more than an alpha map). Alpha maps (in layman's terms) make things visible or invisible. You should reference that file. Open it up, see how it's been created. ;]

EDIT2: It's a normal map with nothing on it.

Try this file. I made a large wall type .dae. The only texture it has is the one that the waterlurker used. The mass has uv's (even though it honestly doesn't need to have any). No diffuse, no spec.

However, the mat is a translucent mat with a normal map, which is what the waterlurker used, is plain. I also included the .mb file incase you wanted to edit it for some reason. It should work (my model viewer broke this morning) and the editor works great with it.

Let me know if you have success!

[attachment=3367]

Animation and Rig questions -> crisosphinx@yahoo.com

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(This post was last modified: 09-15-2012, 06:06 PM by crisosphinx.)
09-15-2012, 05:44 PM
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