Layer 1 and 15 are colored (top is target color, bottom is off a bit) layers 2~14 are that twitchy blue. I'd put a scalar param on the opacity to adjust the additive alpha.
last post for this morning ;) buttons come now with icons you might have noticed that containers with just 1 tab don't display the tab at all so there is more space for the buttons
That's probably due to auto exposure / eye adaption. Add a Post Process volume to your level (check unbound), go to Auto Exposure and set both, min and max brightness to 1.
free drive in driver 1 in miami as the sun goes down... playing UT2004 ctf demo earlier today and getting 50+ kills, no deaths and 100% efficiency on every damn weapon!
It did. In the trailer, one of the large fuel tanks is missing, so I'm guessing this is a story between 1 and 2. Which of course means he can't die or get seriously injured.
How about something along the lines of using the inverse dot product of CameraVector and WorldUp to modulate the strength of the effect? So roughly, pow(1 - saturate(dot(CameraVector, UpVector)), 4)
try this. its a way of boosting the red and green channels while keeping your blue the same. UDK won't know what to do with a blue channel over "1" if that makes sense.
Mark: 1. No that was just an example story. I'm not posting looking for that ever again. 2. TL/DR... But its in the title. Probably took you longer to type a response than to get it. :).