Difference between revisions of "Lesson 7 - set depth"
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==== Summary ==== | ==== Summary ==== | ||
− | + | Learning how to move on-screen items to a different visual depth. | |
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Level of difficulty: Easy<br> | Level of difficulty: Easy<br> | ||
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==== Objective ==== | ==== Objective ==== | ||
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− | + | We are going to switch gears now, because we have covered all the basics, and now understand how all the pieces work together. From here the Lessons will revolve around specific techniques or problems seen in games. | |
+ | This will be the first, and easiest, of those specific fixes. We are going to look at how to move items on screen to a specific depth of our choosing. This is useful for moving the HUD to a better depth, either further into the screen or even to pop-out if desired. This can also be good for moving nameplates deeper than screen depth, moving the skybox out to infinity where it belongs, or pushing the crosshair deeper than screen depth. | ||
+ | This technique won't fix the depth specifically, but it can still help to have things closer to where they belong, even if it's not at exactly the right spot. | ||
+ | |||
+ | |||
+ | ---- | ||
Talk about depth, and parallax, and why it's +- x. | Talk about depth, and parallax, and why it's +- x. | ||
Revision as of 22:05, 26 September 2014
Summary
Learning how to move on-screen items to a different visual depth.
Level of difficulty: Easy
Time required: 25 minutes
Video Walkthrough on YouTube
Video Walkthrough direct download link
Objective
Revisit how the illusion of depth is created.
Move the HUD to a different depth, from screen depth.
Quiz
...
We are going to switch gears now, because we have covered all the basics, and now understand how all the pieces work together. From here the Lessons will revolve around specific techniques or problems seen in games.
This will be the first, and easiest, of those specific fixes. We are going to look at how to move items on screen to a specific depth of our choosing. This is useful for moving the HUD to a better depth, either further into the screen or even to pop-out if desired. This can also be good for moving nameplates deeper than screen depth, moving the skybox out to infinity where it belongs, or pushing the crosshair deeper than screen depth.
This technique won't fix the depth specifically, but it can still help to have things closer to where they belong, even if it's not at exactly the right spot.
Talk about depth, and parallax, and why it's +- x.
- Shader hunting a specific effect
- Run The Ball, in 3D with HelixMod installed.
Move the HUD out of the screen.
- Finding the shader, then moving it into ShaderOverride
- Navigate to The Ball's game directory with our shortcut.
That's it! That's all there is to disabling an effect in a game, and even in this simple example, you can see how much difference it makes to disable some effect that is heinous in 3D.
Ready for the Quiz, for you to demonstrate that you successfully disabled this effect?
- Save and upload before and after 3D snapshots
- Edit the shader, and comment out our line of code that fixes the shader: //mov oC0.xyzw, c1.wwww
- Relaunch the game, and note that the effect is back, and even more annoying than ever.
Did you successfully disable that annoying effect? Bravo! You can now justifiably call yourself a Shaderhacker!
Disabling effects can salvage a game from being completely unplayable, so don't discount the power of this simple technique.
If you have any questions or suggestions, please use the Discussion tab, and start a new topic.