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

TriBlade9
Member
 
Posts: 89
Joined: Fri Sep 05, 2014 09:35

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

by TriBlade9 » Mon Jul 18, 2016 01:10

Glad to see all the positive responses to this! Enjoy it!

I don't have any opinion on whether or not it should be default. That's the realm of the core devs.
 

kestral
Member
 
Posts: 64
Joined: Mon Mar 27, 2017 21:56
GitHub: kestral246

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

by kestral » Tue Jul 31, 2018 17:00

Sigh, Yet Another Dead GitHub link. Anybody know whether this mod is still available anywhere?

I was able to create my own version with rawtherapee, gimp, and 10 lines of lua, but I don't expect that everyone else should have to do that.
 

User avatar
texmex
Member
 
Posts: 1614
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

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

by texmex » Tue Jul 31, 2018 18:14

It’s a shame that people are so much in a hurry to stay pure that they’re willing to cripple the community. Anyways, found what I believe is a fork of said repo. https://github.com/bas080/minetest_vignette
 

User avatar
BrunoMine
Member
 
Posts: 1059
Joined: Thu Apr 25, 2013 17:29
Location: SP-Brasil
GitHub: BrunoMine

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

by BrunoMine » Tue Jul 31, 2018 18:45

texmex wrote:It’s a shame that people are so much in a hurry to stay pure that they’re willing to cripple the community. Anyways, found what I believe is a fork of said repo. https://github.com/bas080/minetest_vignette

what mean "stay pure"?
 

User avatar
texmex
Member
 
Posts: 1614
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

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

by texmex » Tue Jul 31, 2018 19:41

> what mean "stay pure"?

I’m refering to an overzealous adherance to FOSS culture. (Even though Microsoft doesn’t even own Github yet, everybody gets riled up on conspiracy theories, then panic migrates and cripples this community in the process, instead of taking a few months on how to best retreat.)
 

bell07
Member
 
Posts: 577
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07
 

Astrobe
Member
 
Posts: 246
Joined: Sun Apr 01, 2018 10:46

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

by Astrobe » Fri Sep 07, 2018 13:45

I use a similar technique to put on a red-ish border when a player character is below half-health; I use a texture found in Horror mod for that.

I think the effect with vignette.png is too strong - it darkens way too much the field of vision. It became obvious to me when I tried to colorize it in red.

Did someone make a more "light" texture, by any chance? And/or use it to make the parts of the screen where text is displayed more visible?
 

User avatar
Pyrollo
Member
 
Posts: 327
Joined: Mon Jan 08, 2018 15:14
Location: Paris
GitHub: pyrollo
In-game: Naj

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

by Pyrollo » Fri Sep 07, 2018 14:24

I tried to use this technique for blinding users or change their vision but it is turned off with "F1" (hide hud) function key.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]
 

kestral
Member
 
Posts: 64
Joined: Mon Mar 27, 2017 21:56
GitHub: kestral246

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

by kestral » Fri Sep 07, 2018 21:19

I created my own light vignette texture a while ago. I just copied it to:

https://github.com/kestral246/vignette/blob/master/textures/vignette.png

While I was at it, I modified my version of the code to add a chat command "/vignette" to toggle the effect off and on. I figured this would be useful since I only like the effect when minetest is running full screen.
 

Previous

Return to Mod Releases



Who is online

Users browsing this forum: techniX and 10 guests