#Ring of Peripheral Invisibility
68 messages · Page 1 of 1 (latest)
Honestly a lot of the content SMP mods would be amazing to have or remake
Maybe this could be an NBC Heroes addon for a power,...
Hmm it would use the mechanic of the creaking hmm not sure how it will be implemented
I’m not really a coder so I have no idea how it’d work sadly
I don’t think so
Looks like that mixin stops rendering players if they are too close to you
Yes. I know what the mixin does 🙂
Requester wants someone only to render when at the edge of the camera frustum (so invisible when directly looked at)
Yes.
There are other ways to not render something, but this is one.
I agree with jaai's assessment on the example for frustum
hopefully there's some progress on this, would be sick as hell
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oh? 1.19.2 preferrably, got a pack im building for that version
i have a few questions, do you want it to have a max distance, and do you want it to work through blocks @scenic vessel
no max distance, and yeah working through walls would be good
unless thats an issue, too big of a hassle and I can live without it lol
Sorry for the late reply, was at work for a bit
So I was thinking about this and I might have discovered an easy solution
The idea is to create a copy of the camera,
somehow translate it in the player’s look direction, then render the player if and only if it’s in the original frustum and not the translated frustum
I’m sure it could be optimised/optimized further
I’ll do some experimenting later
What if you drew a line from the "invisible" player's head to the camera, then another line straight from where the camera is looking. You could then use trig to find the angle of difference and set a threshold for rendering the "invisible" player
Okay well I’m braindead
I still like camera translation more because I think it automatically accounts for FOV
And F5
Yeah this fails in F5
Depends on whether we want F5 to intentionally bypass the invisibility
@scenic vessel any thoughts?
ah, yeah, I didn't think of those
The f5 issue might be a bit too much of an issue, but it could also be the only way it’s getting done if other methods are too complicated
I got a working version using a raycast
Ah nice
@scenic vessel do you want it to only work when held or just in your inventory?
In your inventory, possibly a curios slot if that’s possible
currently it makes the player visible when the player looks at the hitbox, but i made that a thing before i realized it was periphal vision. i could expand the range of the raycast to make it more likely to be like periphial vision
I think that’s the opposite of what we want lol
Only render if on camera edge
I’ll go ahead with the camera shenanigans then
ooooohhhh
ok
so like this? (this is a bit strict though)
i actually think i got f5 working!
the only downside is anyone on an ultrawide monitor gets a bit of an advantange
@scenic vessel what do you think?
oh hell yeah! that second video looks more correct with the player being a bit more in view, but I think you've done it! :D
actually it might be a bit far in, but at the same time I assume thats just because of the resolution? @snow geyser
also sorry for the late responses </3
Now try with the backwards view F5 (ok I'm sorry)
It’s at the same distance on both videos, but the 2nd one has a wider aspect ratio. I can expand it a bit so it works more similarly on 16:9 monitors
Also you’re good about the late responses, I don’t mind.
I also implemented a ring slot with trinkets that it can go into
So that’s a dependency if we keep that in
either way its not an issue
yee thats fine, wouldnt it be just a compatibility and not neccessarily required for it?
dunno why those sent in the wrong order
Oh wow that looks so much nicer than mine