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Request: Guide to hologram effect
#1
I know Phoenix talked about doing a thread on this, but AFAIK he never did. Can anyone right up a brief tutorial on applying the hologram effect to objects?
 
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#2
(2016-10-13, 07:32 PM)Halyn Wrote: Phoenix talked

Yeah that's about all he does Tongue
 
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#3
What I'm working on - it'd look cooler as a hologram.


[Image: attachment.php?aid=128]


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#4
Wow, that's a really good idea Halyn!
 
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#5
It's only a good idea if you have the skills to pull it off. Thus far, I'm not doing real well on that front. Tongue
 
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#6
TL;DR: The .SHT must be a Customizable Shader (CSHD), have attached palettes for the colors of the hologram (Seems like CU+ had their own palettes for it, but you can use existing ones and then simply set the Palette ID in the .SHT), and have "effect\h_membrane_color2.eft" attached as the .EFT (CU+ had 2 more .EFT's of this, for cube maps and blur, but unsure if they work out of the box with PreCU, didn't test).

Easiest is to copy a .SHT from a CU+ hologram, edit the TXMS/TXM chunks accordingly to match the original .SHT, edit the .EFT and handle the palettes, then you'll get something like:

[Image: CALboto.png]
[Image: 2moy8iE.png]

Hologram object IFF's seem to have also attached a .CDF file which typically had glows or attached appearances like particles or whatever and a base, if that's something you're looking for.

So just do what I said with the .SHT and look how the Holograms are handled inside the Object IFF/CDF/SHT in the CU+ and you should be good to go.

I'd make a more elaborate guide myself with a step by step, but don't have the time atm, but shouldn't be too hard to figure out beyond that if you see how CU+ stuff is done, but remember, importing CU+ .EFT's and potentially VSH/PSH can lead to crashes and/or funky shaders, especially from the NGE with the way bloom is handled and DOT3.
 
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#7
Ty for putting me on this track. I'll have to investigate more.
 
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#8
A thing I just noticed, manually changing the Palette ID values in the .SHT seems to have no effect on this, unsure why, so prob best to just port the palettes then.

hologram_main.pal (MAIN) = color of the actual object
hologram_rim.pal (HUEB) = color of the 'reflection', depending where light is coming from, etc.
 
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#9
So, as a related question, how did they apply the effect on the fly to player characters with the Force Ghost effect?
 
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#10
No idea, I'd assume with the same method, just forced inside the client to load that affect on the object appearance if I had to take a wild guess or something of that nature. Can't find anything specific in the files.

From what I googled, it looks like it's the same type of hologram effect, no? I have no idea what it even really is, I never did NGE. Tongue The 'glow' I see in some pics could be due to the _bloom.eft it uses combined with the NGE type bloom which isn't a thing in stock PreCU, at least shaders would potentially need to be rewritten or something, never looked too far into the HLSL shaders and what's possible.

Looking at the Obi Wan ghost, it uses the same hologram method in terms of .SHT.
 
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