[Mod] Vignette - Surprisingly good for immersion [vignette]

TriBlade9
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[Mod] Vignette - Surprisingly good for immersion [vignette]

by TriBlade9 » Tue Jun 14, 2016 02:44

Vignette Mod

Adds a somewhat subtle vignette effect to the screen of players, darkening the edges of the screen.
Best used with an ambient_occlusion_gamma value of about 1.2.

Code License: MIT
Texture License: CC0
Depends: None
Source on Github
Download

With:
Image

Without:
Image

Mod dependencies: none

Thanks and enjoy,
- Tri
 

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D00Med
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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by D00Med » Tue Jun 14, 2016 06:57

The mod I've been waiting for, this is great! I'll try it out now...
Edit: I have been wanting to do this for a long time... D: 12 lines of code?
Anyway, great mod!
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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by TriBlade9 » Tue Jun 14, 2016 12:58

Yep. Took me about five minutes, and most of it was remembering how to write Lua. :3
 

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by azekill_DIABLO » Tue Jun 14, 2016 15:29

oh a question: if orking your mod and would like to know to remove an hud element just after placing it.
Can you help me?
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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by TriBlade9 » Tue Jun 14, 2016 16:32

If I understand your question correctly azekill_DIABLO, you're looking for player:hud_remove(id).

https://github.com/minetest/minetest/bl ... .txt#L2710
 

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by azekill_DIABLO » Tue Jun 14, 2016 16:45

yes but how to get the id of the hud_element?
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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by TriBlade9 » Tue Jun 14, 2016 18:40

azekill_DIABLO wrote:yes but how to get the id of the hud_element?

It is returned from add_hud

Or is your question how to get it from my mod?
I'd have to expose it in some way.
 

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by TriBlade9 » Tue Jun 14, 2016 18:42

ExeterDad wrote:That really gives a nice effect.


I think it's one of the big factors that made MT feel so plastic compared to MC.

I may be wrong though. It's very hard to determine what causes subconscious feelings. ;)
 

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by azekill_DIABLO » Wed Jun 15, 2016 10:52

TriBlade9 wrote:
azekill_DIABLO wrote:yes but how to get the id of the hud_element?

It is returned from add_hud

Or is your question how to get it from my mod?
I'd have to expose it in some way.


i try to get it from your mod....i'm just modifing it :)
i'm adding a special hud on_damage (no problem with this)
buti want i leaves the screen some time after this....

Edit: this is a great mod
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by srifqi » Wed Jun 15, 2016 16:20

Nice simple small mod! Just a function call and an image. :D
I'm from Indonesia! Saya dari Indonesia!
Terjemahkan Minetest!
Mods by me. Modifikasi oleh saya.

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by TriBlade9 » Wed Jun 15, 2016 22:25

srifqi wrote:Nice simple small mod! Just a function call and an image. :D

Yeppers. :)
 

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by MineYoshi » Wed Jun 15, 2016 23:08

Very nice effect to the game!

Very nice, i tested it and looks very great!
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Gael de Sailly » Fri Jun 17, 2016 11:08

Impressive simplicity.

On the first line I would prefer this:
Code: Select all
local function joinplayer (player)
because creating global variables is not advised when it can be avoided, because it may create confusion if ever another mod uses a variable called "joinplayer". Here, a local variable is better.
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by TriBlade9 » Fri Jun 17, 2016 14:49

Oops, I've been in Node.js-land too long. Forgot that creates a global function.

On the bright side, that will make exposing the id very simple.
 

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Byakuren » Sat Jun 18, 2016 06:11

TriBlade9 wrote:Oops, I've been in Node.js-land too long. Forgot that creates a global function.

On the bright side, that will make exposing the id very simple.

It's not necessary to console yourself with the bright side, because it is a one keyword fix. To expose it you can just define a global table named after your mod, and put the function there.
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Bas080 » Sat Jun 18, 2016 21:58

I made a pull request which creates an api for the vignette mod. This allows for other mods to increase or decrease the darkness effect.

https://github.com/TriBlade9/minetest_vignette/pull/1
 

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by jordan4ibanez » Mon Jul 11, 2016 09:07

This should be in the game by default, very nice.
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Calinou » Mon Jul 11, 2016 09:45

jordan4ibanez wrote:This should be in the game by default, very nice.


Then it should be configurable, I don't personally like vignettes much and I don't think any "competitive" player does.
 

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Diamond knight » Sun Jul 17, 2016 01:54

Calinou wrote:
jordan4ibanez wrote:This should be in the game by default, very nice.


Then it should be configurable, I don't personally like vignettes much and I don't think any "competitive" player does.


should be a setting in the same submenu as enable fullscreen in advanced settings
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by BrunoMine » Sun Jul 17, 2016 02:08

I believe that this feature should not exist in minetest. This is a unique recusro for survival servers. (Slightly increases the difficulty and puts insecurity player)

I've added to my server.
 

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