Author Topic: Image overlap/whiteout effect question  (Read 1943 times)

So why does setblackout no longer work?
I'm pretty sure it was removed to prevent abuse since it was very handy for blinding a player. That does have practical use though :c

I'm pretty sure it was removed to prevent abuse since it was very handy for blinding a player. That does have practical use though :c

Thanks, but it would be very useful.

Most certainly.
Also, like whiteout can't be abused. :S

Elemental spells did that by spawning an particle on the headskin.

Elemental spells did that by spawning an particle on the headskin.
He's talking about clientside.

He's talking about clientside.
Yes.

I want to know if we can make an effect similiar to whiteout ourselves.

I think that using a particle is your best bet.

Seeing as though they removed/disabled setBlackout. or whatever it was called

Uhh... When did this topic go from asking if there was a way to display an image on a players screen ingame to how to fake setBlackOut?

I think that using a particle is your best bet.

Seeing as though they removed/disabled setBlackout. or whatever it was called
He's talking about clientside.


I belive i found something that could bee used for this:
Quote
Introduction

Most games that you play have splash screens. Whether it be an PC, Xbox 360, or PS3 they all have it. Splash screens display a company logo and/or a publisher logo. Here I will teach you how to create a splash screen to add to your game.


[edit]Materials Needed
You will need the following materials in order to complete this tutorial.

Visual C# Express with Torque X already installed
A project started from StarterGame
A 800x600 image (the one you would like to use for your splash screen)
[edit]Creating the Splash Screen
Follow these steps to create the splash screen for your game. 1. Add the 800x600 image to your data/images folders and make sure you have imported it into Visual C# Express. 2. Create a new file called SplashScreen.cs and copy/paste this into it:

#region Using Statements
using System;
using System.Collections.Generic;
using System.Text;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graph ics;

using GarageGames.Torque.Platform;
using GarageGames.Torque.Core;
using GarageGames.Torque.Sim;
using GarageGames.Torque.GUI;
using GarageGames.Torque.MathUtil;
using GarageGames.Torque.T2D;
//using TorqueCombat.Canvas;
#endregion

namespace StarterGame.UI
{
    /// <summary>
    /// Displays the splash ad for TankBuster, first GUI screen to become visible.
    /// </summary>
    public class SplashScreen : GUISplash, IGUIScreen
    {
        //======================================================
        #region Constructors

        public SplashScreen()
        {
            // create the Style for our splash ad
            GUISplashStyle splashStyle = new GUISplashStyle();
            splashStyle.FadeInSec = 2;     // black to image 2 seconds
            splashStyle.FadeOutSec = 2;    // image to black 2 seconds
            splashStyle.FadeWaitSec = 4;   // still image for 4 seconds
            splashStyle.Bitmap = @"data\images\YourFileNameHere";
            splashStyle.PreserveAspectRat io = true;
            //splashStyle.Anchor = AnchorFlags.All;

            // set some info for this control
            Name = "SplashScreen";
            Style = splashStyle;
            Size = new Vector2(800, 600); // Changed System.Drawing.SizeF to Microsoft.Xna.Vector2
            OnFadeFinished = OnSplashFinished;

            // create a black letterbox
            // only visible on widescreen displays
            GUIStyle lbStyle = new GUIStyle();
            lbStyle.IsOpaque = true;
            lbStyle.FillColor[0] = Color.Black;

            GUIControl letterbox = new GUIControl();
            letterbox.Style = lbStyle;
            GUICanvas.Instance.LetterBoxC ontrol = letterbox;
        }

        #endregion

        //======================================================
        #region Public methods

        /// <summary>
        /// Callback from the Splashscreen when the splash has finished fading.
        /// </summary>
        public void OnSplashFinished()
        {
             //Load the txscene level file
             StarterGame.Game.Instance.Sce neLoader.Load(@"data\levels\yourlevelfile.txscene"); //Replace this with your own level loading code

             //create a renderable canvas for the scene   
            GUIStyle stylePlayGui = new GUIStyle();   
            GUISceneview playGui = new GUISceneview();   
            playGui.Style = stylePlayGui; 
   
            //switch over to the new canvas   
            GUICanvas.Instance.SetContent Control(playGui);
         }

        #endregion
    }
}
3. Edit YourFileName here with the name of your splash screen image file.

4. Open up the Game.cs file. Add the following changes to display the splash screen:

In top of the file, add this line to the list of 'using' clauses:

using GarageGames.Torque.GUI;
In Private, Protected, Internal Methods in the BeginRun method after base.BeginRun(); add this:

            // go to splash screen
            SplashScreen splashScreen = new SplashScreen();
           
            GUIStyle splashStyle = new GUIStyle();
            GUISceneview splash = new GUISceneview();
            splash.Style = splashStyle;
            GUICanvas.Instance.SetContent Control("SplashScreen");
            GraphicsDevice.VertexDeclarat ion = new VertexDeclaration(GraphicsDevice, VertexPositionColor.VertexEle ments);
This initializes the Splash Screen and displays it.

[edit]Platformer Starter kit
If you are using the Platformer Starter kit replace OnSplashFinished method code with the following in the SplashScreen.cs file

PlatformerStarter.Game.Instan ce.SceneLoader.Load(@"data\levels\sample_level.txscene");
GUIStyle playStyle = new GUIStyle();
GUISceneview play = new GUISceneview();
play.Name = "PlayScreen";
play.Style = playStyle;

GUICanvas.Instance.SetContent Control(play);
PlatformerDemoGUI.Instance.GU I.Folder = GUICanvas.Instance;This loads the sample_level file (change this to match your file) and initializes a new GUI that sticks the camera to the player

I belive i found something that could bee used for this:

That is source code. AKA, you can't edit/add that to the game.

That is source code. AKA, you can't edit/add that to the game.
Thought so...