Will that work with the sprint mod? iirc, it changes the max running speed game variable rather than anything fancy in script (Though it does have it's own breathing effect, which could be disabled with a nice blank sound).
Seeing that condensation effect brought back great memories of Metroid Prime, too - when it was raining and you looked up, you'd get droplets appear on your visor, which looked pretty awesome. Actually, that whole game did the visor thing really well, effects from everything to walking underwater, to killing enemies a little too close, to even firing your weapon in the dark (You'd get a reflection of your own face. Now THAT would be a nice feature
). I'm just talking about one of my favourite games ever, though - I have enough of a grasp of what we can and can't do with the engine (or just how much work stuff would take) that I'd never suggest any of it seriously. (Apart from the raindrop thing, because that'd be awesome)
Some cool ideas there! I have thought about sprint mod compatibility with the sprint mod (since I'm using it myself) but this will be something I'll have to look into later.
Rain droplets when looking up are a great idea, there are IsRaining and IsSnowing functions, so really easy to implement. To animate effects on the visor I would simply take 2 tiled fullscreen images, with one totally above the visiable are and one covering it. Then, both are moved downwards and once the bottom one is off screen its moved to the top, so the process repeats.
Also the thing with blood when somebody dies close to you is totally possible and I have also thought about that before, so all ideas have been noted
The condensation effect looks very cool. Schlanger, I think you underestimate your PS skill!
I'm learning
And for those kind of effects there are some nice tutorials out there. Doesnt make me an artist though
However, I find it difficult to imagine that any armor would make it out of the testing phase if it had such a problem with condenation.
Even old motorcycle helmets dont have such issues. I would suggest it might be a great effect for rain though.
Yep thats true, so I just make it really minimal?
Similarly, I love the idea of cracks, but I can imagine that hits to the helmet will not be rare, so I am guessing that cracked visors will be pretty common. The question is how would you get rid of the crack? I am thinking that replacing the vision blocks would not be a field operation.
I imagine that walking around staring at cracks would get tiresome pretty soon, too.
Well, I say best not to make it too complicated? I plan to just couple it to the helmets condition (i.e. ingame repair). The fact that you can repair stuff anywhere in the field doesnt just apply to helmets, so changing this would be a job for another mod. (For example: Generally disabling the repair button and hotkey in the menu and only enabling it when approaching a workbench)
One more question, Schlanger. Can you build in Night vision ability? Those modules on the helm look very much like active IR spotlights.
Thats planned, so is some kind of heat vision effect, but since this is a little bit more complicated than just adding the respective imagespace modifier (which is already possible => green tint + brightness).
The general idea is that you can enable vision modes for a helmet in the features menu, and then toggle modes by pressing a hotkey. But I'll have to think about this some more, Im not sure yet where it fits in best.
Edit:
Ok I've found some crack effects from CGTextures they look pretty good. Later I'll try to put them onto a mask to see what they look like in game. I've got a base condensation effect, I'm going to make a separate dds for the droplets so they're optional and I also made a condensation frost effect for the heck of it. I'm going to try do some scratches, blood splatter, and environment splatter (Water, Dirt, Rad Goo. Not sure you'll use them but just in case.) I will give you a heads up, I don't know how to do animated textures, otherwise I would try make some animated HUD type elements (Not actually HUD but just for looks).
Thats great! Having more art than ideas is better than the other way around
As i wrote earlier, the only way to animate something would be somewhat "fake" animation by moving/scaling/blending static images. This definitely shouldnt be overdone, though I did not notice any performance problems yet, but also i didnt test for heavy combat.