Testing it? Heck, I'm -using- it.
Well overlays can always be improved
The challenge is actually to keep the distinct shape while at the same time not to restrict vision too much, or else all visors will end up looking pretty much the same.
Yup - totally agreed. IMO, the "trick" is going to be manipulating the shape in the corners, and to a lesser degree, the bottom and top ridge lines -- leaving much of the center space open. Realistically speaking, even overlay #1 still restricts vision more than the helmet really should (but obviously there is only so much to work with). Again, IMO, the current enclave overlay not only is too restrictive from a gameplay standpoint, but also from an immersion standpoint (can't shake the mental thought of, "who is their right mind would go into combat with such a crappy FOV?")
Not meaning to be critical - again, I totally understand the challenge you're up against with this - and appreciate VERY much all of your hard work on this.
...as I tell a lot of artists I work with professionally: there are two kinds of work that I feel strong urges to make critical comments regarding... those that are lacking, and just really need the improvment... and those that are SO INCREDIBLE on their own, that it inspires a passion in everyone around to see a maximum potential be reached.
What I'm currently trying is to allow off-screen parts of overlay that are shown when you move your head.
so when looking straight ahead, the visor is open left and right. when you turn a bit to the left, the image is moved to the right so you actually see the left closing edge of the visor. When i implemented the simulated head movement this was actually the first thing i was going for, but it didnt work that well so i settled for a simpler version that just uses the turning speed to adjust the image position.
Funny - I was actually thinking earlier that the visor being open to the sides would actually be better both for gameplay and immersion, but recognized the movement as a problem with that... in my thinking about it then, I doubted that it could be overcome. I hope I'm wrong! By all means, keep trying!
True, though i blurred it several times so it shouldnt really look pixelated, but a bit blocky it is. figured it would simply go through as a stain with some cleaner spots here and there. I will try to improve the quality of this the dirt layer.
Yeah, blocky really is the better term than pixelated for what is showing.
That having been said, I don't think blurring will resolve it - you don't really want to lose all aspects of clarity. Assuming you're using PS, try maybe messing around with the "Spatter" brush stroke filter? Maybe, maybe not...
Will be done, but I usually do those things after I added all features.
Not to look a gift horse in the mouth, but I'd love if it could be sooner than later --- because in all honesty, this isn't a test or beta anymore. This is a fully functioning, released mod - it just happens to be one that you have further plans to revise and add functionality.
...but for myself, it is on my load list, and won't be coming off (of course, I don't have much time to actually PLAY right now... but still)
The shader effects aren't perfect yet, they might blink occasionally (which I should be able to reduce with more testing or if someone who has a bit more expierence with them tells my how i could optimize them). the other thing, well I'll have to look into that but generally when multiple shader effects are overlaping the outcome might look a bit random, I dont really know if i can do anything about that.
I didn't really notice any blinking or anything, other than when the additional effect was on the robot (I was in my megaton home, and is common for me testing, Wadsworth got waxed). I hadn't thought about odd outcomes from overlapping the effects... but... *shrug* give it a try?
i dont think thats possible, it would require to actually change the explosion itself (color wise). but i hadn't really thought about it yet, its a good point, I'll surely look into that.
Hmm. I was kind of afraid you'd say that...
...potentially heavy handed way of approaching it, but perhaps FOSE is capable... hmm... thinking better of what I was about to say... *shrug* is FOSE capable of modifying/swapping explosion records on the fly? (Swap them when that shader effect is active?)
Alright, I'll stop obsessing now.