EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 06 Jul 2015 08:05 PM |
I've been trying for the last few weeks to manipulate the lighting to get a grey scale effect. Unfortunately I haven't had much luck and I think I'm at my wits end on this one.
I know I can grey scale the parts if I really want that effect, but I'm also more or less curious if it can be done.
Any help or suggestions? Or is it just straight up impossible? |
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mycheeze
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| Joined: 27 Jun 2011 |
| Total Posts: 6748 |
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| 06 Jul 2015 08:06 PM |
Try messing with the lighting service, if that doesn't work, move onto guis.
qwq |
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vacha
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| Joined: 06 Jan 2011 |
| Total Posts: 1993 |
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| 06 Jul 2015 08:07 PM |
hmm custom characters, messing with lighting objects. Should be possible, I've seen a game do it (dont remember the name though)
while true do the do |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 06 Jul 2015 08:07 PM |
@ mycheeze
The lighting service is what I meant by lighting. Sorry for the confusion.
As for gui, what do you mean? A simple overlay wouldn't do much. Colour would seep through it like crazy! |
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mycheeze
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| Joined: 27 Jun 2011 |
| Total Posts: 6748 |
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| 06 Jul 2015 08:08 PM |
| I figure'd the gui would be as close as you'd get xdd |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 06 Jul 2015 08:31 PM |
This is about as close as I can get to grey (even though this is blue and reflects red).
Anyone have any suggestive edits?
local shaders = {} local lighting = game:GetService("Lighting")
function applyShader(shader) lighting.Ambient = shader.ambient or lighting.Ambient lighting.Brightness = shader.bright or lighting.Brightness lighting.ColorShift_Top = shader.shiftT or lighting.ColorShift_Top lighting.ColorShift_Bottom = shader.shiftB or lighting.ColorShift_Bottom lighting.GlobalShadows = shader.gShadows or false lighting.OutdoorAmbient = shader.oAmbient or lighting.OutdoorAmbient lighting.ShadowColor = shader.shadow or lighting.ShadowColor lighting.TimeOfDay = shader.tom or lighting.TimeOfDay lighting.FogColor = shader.fog or lighting.FogColor lighting.FogEnd = shader.fogF or lighting.FogEnd lighting.FogStart = shader.fogB or lighting.FogStart end
shaders.grey = { ambient = Color3.new(); shiftT = Color3.new(1, 1, 1); shiftB = Color3.new(1, 1, 1); gShadows = true; oAmbient = Color3.new(); fog = Color3.new(1e+7, 1e+6, 1e+6); fogF = 1e+14; fogB = 0; }
applyShader(shaders.grey) |
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mycheeze
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| Joined: 27 Jun 2011 |
| Total Posts: 6748 |
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| 06 Jul 2015 08:33 PM |
| mayB becuz of the Blank e+ Blank |
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vacha
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| Joined: 06 Jan 2011 |
| Total Posts: 1993 |
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| 06 Jul 2015 08:34 PM |
Wait do values even take e+?? Don't you have to go math.huge()
while true do the do |
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EgoMoose
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| Joined: 04 Feb 2009 |
| Total Posts: 2896 |
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| 06 Jul 2015 08:35 PM |
@ mycheeze
Sorry what? Is there something wrong with it? I don't understand... |
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mycheeze
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| Joined: 27 Jun 2011 |
| Total Posts: 6748 |
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| 06 Jul 2015 08:35 PM |
@vacha, math.huge = infinity >e+ = slapping on some characters, it has limit |
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vacha
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| Joined: 06 Jan 2011 |
| Total Posts: 1993 |
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| 06 Jul 2015 08:37 PM |
@chez Yeah but do roblox values take 1e7, ...
while true do the do |
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mycheeze
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| Joined: 27 Jun 2011 |
| Total Posts: 6748 |
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