Fog like in Silent Hill 2!!!
Blitz3D Forums/Blitz3D Programming/Fog like in Silent Hill 2!!!
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Hi All, Just wanted to see if anybody out there in the Blitz3D community has ever managed to create a fogging system similar to that found in "Silent Hill 2" ??? I know that they are using a particle effect for their fog! I would like to create a fog effect just like that for my RF86 project! Can anybody recommend any good particle editors and/or particle functions available??? P.S. If anybody has made something similar to what I was talking about above... Post me a link so I can check it out ok?! Thank's All... |
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hmmm, don't know how the fog look exactly in SH 2 ... but i think its something like this (see below) I've wrote that for snow and modified it The problem here is the loss of depth through the entityOrder of the fog particles ... but that remove those edges through the objects (cause of the clipping or z buffer ? ... well, look by yourself) It looks a bit like the fog is slower then youve been moving through .. maybe this can be tweaked somehow well, have a look .. if you get some results better results out of this code then it would be nice to release them here. Graphics3D 800,600,32,2 SetBuffer(BackBuffer()) ;------ camera stuff Global ML_cam_pivot = CreatePivot() Global ML_cam_pivot2 = CreatePivot(ML_cam_pivot) Global ML_camera = CreateCamera(ML_cam_pivot2) CameraClsColor ml_camera,100,100,100 CameraFogColor ml_camera,100,100,100 CameraFogMode ml_camera,1 CameraFogRange ml_camera,-10,40 ;cameracone for the topview cone = CreateCone(12,1,ml_camera) EntityColor(cone,255,0,0) TurnEntity cone,-90,0,0 Global x_speed#,y_speed#,z_speed# ;------ load the snowflake extractdata("snow.jpg") Global snow = LoadSprite("snow.jpg",2) ScaleSprite(snow,0.4,0.4) ScaleSprite(snow,16,16) EntityAlpha snow,0.2 DeleteFile("snow.jpg") HideEntity(snow) ;SpriteViewMode(snow,4) ;----- the particle type Type snow Field entity Field x#,y#,z# Field vx#,vy#,vz# End Type ;----- particles must only be created once on startup ... they will be recycled ;topview camera topview = CreateCamera(ml_cam_pivot) CameraViewport topview,10,10,320,240 CameraProjMode(topview,2) CameraZoom(topview,0.01) MoveEntity(topview,0,10,10) TurnEntity(topview,90,0,0) HideEntity topview ;----- the dimension of the weather box Global weather_x# = 40 Global weather_y# = 35 Global weather_z# = 50 Global weather_nearfade = 10 createSnow(40) ;a plane plane = CreateCube() MoveEntity(plane,0,-5,0) EntityColor(plane,30,30,30) ScaleMesh plane,20,1,20 For i=1 To 20 c = CreateCube() EntityColor(c,30,30,30) ScaleMesh c,1,5,1 PositionEntity c,Rnd(-20,20),0,Rnd(-20,20) Next timer = CreateTimer(30) ;main loop While Not KeyHit(1) WaitTimer(timer) begin=MilliSecs() mousemove() mouselook() doSnow() RenderWorld() ;border for topview ;Color 255,255,255 ;Rect 10,10,320,240,0 fps_b = fps_b + (MilliSecs()-begin) count = count + 1 If count = 25 fps = 1000 / (fps_b / 25.0 ) fps_b = 0 count = 0 EndIf Text 10,10,fps Flip() Wend End Function doSnow() For s.snow = Each snow ;this is just the tumbling of the flakes ... ;all movements should be applied To the virtual position max_move# = 0.05 s\vx = s\vx + Rnd(-0.001,0.001) If s\vx > max_move# s\vx = max_move# ElseIf s\vx < 0.3;-max_move# s\vx = 0.3;- max_move# EndIf s\vz = s\vz + Rnd(-0.001,0.001) If s\vz > max_move# s\vz = max_move# ElseIf s\vz < -max_move# s\vz = - max_move# EndIf s\vy = s\vy + Rnd(-0.001,0.001) If s\vy > max_move# s\vy = max_move# ElseIf s\vy < -max_move# s\vy = - max_move# EndIf ;---- now lets correct the position of the flake PositionEntity s\entity,s\x,s\y,s\z,1 ;---- if the flake leaves the weatherbox ... move them to the other side of the box If EntityX(s\entity) < -weather_x TranslateEntity s\entity,weather_x*2,0,0 ElseIf EntityX(s\entity) > weather_x TranslateEntity s\entity,-weather_x*2,0,0 EndIf If EntityY(s\entity) < -weather_y TranslateEntity s\entity,0,weather_y*2,0 ElseIf EntityY(s\entity) > weather_y TranslateEntity s\entity,0,-weather_y*2,0 EndIf If EntityZ(s\entity) < weather_nearfade TranslateEntity s\entity,0,0,weather_z-weather_nearfade ElseIf EntityZ(s\entity) > weather_z TranslateEntity s\entity,0,0,weather_nearfade-weather_z EndIf ;---- now correct the virtual position of the flake and aplly the movements s\x = EntityX(s\entity,1) + s\vx s\y = EntityY(s\entity,1) + s\vy s\z = EntityZ(s\entity,1) + s\vz If EntityZ(s\entity) < weather_nearfade EntityAlpha(s\entity,0) ElseIf EntityZ(s\entity) < weather_nearfade + 10 EntityAlpha(s\entity,((EntityZ(s\entity)-weather_nearfade)/10) * 0.3) Else EntityAlpha(s\entity,0.3) EndIf Next End Function Function createSnow(amount) For i=1 To amount s.snow = New snow ;the snow must be parented to the camera s\entity = CopyEntity(snow,ML_camera) s\x = Rnd(-weather_x,weather_x) s\y = Rnd(-weather_y,weather_y) s\z = Rnd(weather_nearfade,weather_z) s\vx = Rnd(-0.05,0.05) s\vy = Rnd(-0.03,0.03) s\vz = Rnd(-0.03,0.03) PositionEntity(s\entity,s\x,s\y,s\z) EntityAutoFade(s\entity,weather_z*0.8,weather_z) EntityOrder(s\entity,-2) RotateSprite(s\entity,Rnd(0,360)) Next End Function ;----------------- navigation Function mouselook() x_speed# = x_speed * 0.3 + MouseXSpeed() * 0.3 y_speed# = y_speed * 0.3 + MouseYSpeed() * 0.3 z_speed# = z_speed * 0.3 + MouseZSpeed() * 0.3 MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 TurnEntity ML_cam_pivot,0,-x_speed,0 ;turn player left/right TurnEntity ML_cam_pivot2,y_speed,0,0 ;tilt camera End Function Function mousemove() If KeyDown(200) ;forward MoveEntity ML_cam_pivot,0,0,0.5 End If If KeyDown(208) ;backward MoveEntity ML_cam_pivot,0,0,-0.5 End If If KeyDown(203) ;left MoveEntity ML_cam_pivot,-0.5,0,0 End If If KeyDown(205) ;right MoveEntity ML_cam_pivot,0.5,0,0 End If If KeyDown(30) ;UP MoveEntity ML_cam_pivot,0,0.5,0 End If If KeyDown(44) ;DOWN MoveEntity ML_cam_pivot,0,-0.5,0 End If End Function ;--------- the data for the snowflake Function extractdata(filename$) file = WriteFile(filename) d = True While d > -1 Read d WriteByte(file,d) Wend CloseFile(file) End Function .snowData Data 255,216,255,224,0,16,74,70,73,70,0,1,2,0,0,100,0,100,0,0,255 Data 236,0,17,68,117,99,107,121,0,1,0,4,0,0,0,50,0,0,255,238,0,33 Data 65,100,111,98,101,0,100,192,0,0,0,1,3,0,16,3,3,6,9,0,0,1,235 Data 0,0,2,53,0,0,2,140,255,219,0,132,0,8,6,6,6,6,6,8,6,6,8,12,8 Data 7,8,12,14,10,8,8,10,14,16,13,13,14,13,13,16,17,12,14,13,13 Data 14,12,17,15,18,19,20,19,18,15,24,24,26,26,24,24,35,34,34,34 Data 35,39,39,39,39,39,39,39,39,39,39,1,9,8,8,9,10,9,11,9,9,11,14 Data 11,13,11,14,17,14,14,14,14,17,19,13,13,14,13,13,19,24,17,15 Data 15,15,15,17,24,22,23,20,20,20,23,22,26,26,24,24,26,26,33,33 Data 32,33,33,39,39,39,39,39,39,39,39,39,39,255,194,0,17,8,0,32 Data 0,32,3,1,34,0,2,17,1,3,17,1,255,196,0,141,0,1,0,3,1,0,0,0,0 Data 0,0,0,0,0,0,0,0,8,4,6,7,5,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Data 0,16,0,2,2,2,3,1,0,0,0,0,0,0,0,0,0,0,3,4,1,2,5,6,0,32,17,18 Data 17,0,2,2,2,2,3,1,0,0,0,0,0,0,0,0,0,0,1,17,2,18,3,33,49,65,81 Data 97,34,18,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,32,19,1,1,1,1,0,3 Data 1,0,0,0,0,0,0,0,0,0,1,17,0,33,32,49,65,97,255,218,0,12,3,1 Data 0,2,17,3,17,0,0,0,194,111,18,17,65,206,130,214,47,28,37,88 Data 214,244,111,199,168,149,99,255,218,0,8,1,2,0,1,5,1,233,255 Data 218,0,8,1,3,0,1,5,1,233,255,218,0,8,1,1,0,1,5,1,10,229,61,177 Data 250,237,152,171,122,193,71,7,5,215,190,164,64,85,165,214,23 Data 133,24,190,54,129,64,220,195,22,4,240,93,164,137,220,152,151 Data 30,125,218,56,90,218,107,40,236,37,90,175,230,8,228,204,204 Data 243,255,218,0,8,1,2,2,6,63,1,31,255,218,0,8,1,3,2,6,63,1,31 Data 255,218,0,8,1,1,1,6,63,1,199,85,114,102,91,83,79,209,58,211 Data 29,46,161,142,187,123,125,18,171,8,106,11,66,225,154,219,234 Data 74,226,252,13,221,153,208,149,217,141,255,0,71,195,147,255 Data 218,0,8,1,2,3,1,63,16,240,255,218,0,8,1,3,3,1,63,16,240,255 Data 218,0,8,1,1,3,1,63,16,178,30,196,59,157,254,12,153,115,192 Data 105,210,31,184,165,17,149,162,153,59,132,130,243,57,65,20,153 Data 215,144,174,25,39,143,88,130,217,234,226,169,123,220,77,224 Data -1 |
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Nice demo klaas! I moved too far away from the island with the pillars and got lost in the fog... help! :) |
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It's little example like this from Blitz3D users that constantly astound me -- nice demo. |
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Nice one. That looks quite a lot like the Silent Hill fog if I'm not mistaken. In a third person game you could maybe link the alpha to the distance of the sprite to your character so the fog gets denser the further it's away from him.... |
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Klaas, your fog demo lives up to your name - class! IPete2. |
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@Klass VERY..VERY.. Impressive Klass!!! That's exactly what I was looking for, For my RF86 project... Im' going to speed up the particle flow just a bit, But a many thanks for this code! YOUR THE MAN!!!! |
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OMG! That's gorrrrgeous... |
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@Klaas nice demo/// @All the name "KLAAS" not Klass .. |
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yep, your right @darklordz ... but i'm not dutch :-) ... but many thanks for your notice |
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heh i stand corrected |
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wow, great demo klaas. I'm going to use that for some nebulas in my project I think. Or something... Is there a way to change the colour of those clouds moving across the screen? I'm thinking of experimenting with solid black on dark blue. |
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Awesome demo, Klaas! can I use it in my role-playing game? |
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This is fantastic stuff, the best fog I've seen outside of Silent Hill 2 itself. Very cool. ^_^ |
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The fog. Does it move with the camera? Very impressive :) |
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@dillpickle79: you can easily change the color ... those clouds are just simple sprites ... take a look where and how they've been created. Entity color can do that. You can even change the color according to there position on the screen or by deepth in the doSnow() function. @electronin: its free to use for everyone @Ross C: yes, it does ... but the entity order thing just gave the impression that it doesn't ... due to the loss of depth. This isn't that worse if you do something like SH2 (3rd'person) or games with fixed cameras, but in 1st person it looks some kind of "unrealistic". well, since this example is so simple, i'm amazed that you all like it so much. This brings me to think that all this technical stuff isnt that important ... desgin and atmosphere(the right mood) is so much more important for a good game. |
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Never underestimate the powerful effects of ambience... |
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I like it that it's fast. Usually when you blow up sprites that big, the framerate drops pretty quickly. Very elegant. |
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Oh wow! Look at this nice effect I did with it! I just changed the particles to black (or almost black), and played with the camera clscolor and cameraforgcolor a bit and I got a lovely reddish nebula effect. Here it is: Graphics3D 800,600,32,2 SetBuffer(BackBuffer()) ;------ camera stuff Global ML_cam_pivot = CreatePivot() Global ML_cam_pivot2 = CreatePivot(ML_cam_pivot) Global ML_camera = CreateCamera(ML_cam_pivot2) CameraClsColor ml_camera,100,10,10 CameraFogColor ml_camera,0,0,0 CameraFogMode ml_camera,1 CameraFogRange ml_camera,-10,40 ;cameracone for the topview cone = CreateCone(12,1,ml_camera) EntityColor(cone,255,0,0) TurnEntity cone,-90,0,0 Global x_speed#,y_speed#,z_speed# ;------ load the snowflake extractdata("snow.jpg") Global snow = LoadSprite("snow.jpg",2) ScaleSprite(snow,0.4,0.4) ScaleSprite(snow,16,16) EntityColor(snow,10,10,10) EntityAlpha snow,0.2 DeleteFile("snow.jpg") HideEntity(snow) ;SpriteViewMode(snow,4) ;----- the particle type Type snow Field entity Field x#,y#,z# Field vx#,vy#,vz# End Type ;----- particles must only be created once on startup ... they will be recycled ;topview camera topview = CreateCamera(ml_cam_pivot) CameraViewport topview,10,10,320,240 CameraProjMode(topview,2) CameraZoom(topview,0.01) MoveEntity(topview,0,10,10) TurnEntity(topview,90,0,0) HideEntity topview ;----- the dimension of the weather box Global weather_x# = 40 Global weather_y# = 35 Global weather_z# = 50 Global weather_nearfade = 10 createSnow(40) ;a plane plane = CreateCube() MoveEntity(plane,0,-5,0) EntityColor(plane,30,30,30) ScaleMesh plane,20,1,20 For i=1 To 20 c = CreateCube() EntityColor(c,30,30,30) ScaleMesh c,1,5,1 PositionEntity c,Rnd(-20,20),0,Rnd(-20,20) Next timer = CreateTimer(30) ;main loop While Not KeyHit(1) WaitTimer(timer) begin=MilliSecs() mousemove() mouselook() doSnow() RenderWorld() ;border for topview ;Color 255,255,255 ;Rect 10,10,320,240,0 fps_b = fps_b + (MilliSecs()-begin) count = count + 1 If count = 25 fps = 1000 / (fps_b / 25.0 ) fps_b = 0 count = 0 EndIf Text 10,10,fps Flip() Wend End Function doSnow() For s.snow = Each snow ;this is just the tumbling of the flakes ... ;all movements should be applied To the virtual position max_move# = 0.05 s\vx = s\vx + Rnd(-0.001,0.001) If s\vx > max_move# s\vx = max_move# ElseIf s\vx < 0.3;-max_move# s\vx = 0.3;- max_move# EndIf s\vz = s\vz + Rnd(-0.001,0.001) If s\vz > max_move# s\vz = max_move# ElseIf s\vz < -max_move# s\vz = - max_move# EndIf s\vy = s\vy + Rnd(-0.001,0.001) If s\vy > max_move# s\vy = max_move# ElseIf s\vy < -max_move# s\vy = - max_move# EndIf ;---- now lets correct the position of the flake PositionEntity s\entity,s\x,s\y,s\z,1 ;---- if the flake leaves the weatherbox ... move them to the other side of the box If EntityX(s\entity) < -weather_x TranslateEntity s\entity,weather_x*2,0,0 ElseIf EntityX(s\entity) > weather_x TranslateEntity s\entity,-weather_x*2,0,0 EndIf If EntityY(s\entity) < -weather_y TranslateEntity s\entity,0,weather_y*2,0 ElseIf EntityY(s\entity) > weather_y TranslateEntity s\entity,0,-weather_y*2,0 EndIf If EntityZ(s\entity) < weather_nearfade TranslateEntity s\entity,0,0,weather_z-weather_nearfade ElseIf EntityZ(s\entity) > weather_z TranslateEntity s\entity,0,0,weather_nearfade-weather_z EndIf ;---- now correct the virtual position of the flake and aplly the movements s\x = EntityX(s\entity,1) + s\vx s\y = EntityY(s\entity,1) + s\vy s\z = EntityZ(s\entity,1) + s\vz If EntityZ(s\entity) < weather_nearfade EntityAlpha(s\entity,0) ElseIf EntityZ(s\entity) < weather_nearfade + 10 EntityAlpha(s\entity,((EntityZ(s\entity)-weather_nearfade)/10) * 0.3) Else EntityAlpha(s\entity,0.3) EndIf Next End Function Function createSnow(amount) For i=1 To amount s.snow = New snow ;the snow must be parented to the camera s\entity = CopyEntity(snow,ML_camera) s\x = Rnd(-weather_x,weather_x) s\y = Rnd(-weather_y,weather_y) s\z = Rnd(weather_nearfade,weather_z) s\vx = Rnd(-0.05,0.05) s\vy = Rnd(-0.03,0.03) s\vz = Rnd(-0.03,0.03) PositionEntity(s\entity,s\x,s\y,s\z) EntityAutoFade(s\entity,weather_z*0.8,weather_z) EntityOrder(s\entity,-2) RotateSprite(s\entity,Rnd(0,360)) Next End Function ;----------------- navigation Function mouselook() x_speed# = x_speed * 0.3 + MouseXSpeed() * 0.3 y_speed# = y_speed * 0.3 + MouseYSpeed() * 0.3 z_speed# = z_speed * 0.3 + MouseZSpeed() * 0.3 MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 TurnEntity ML_cam_pivot,0,-x_speed,0 ;turn player left/right TurnEntity ML_cam_pivot2,y_speed,0,0 ;tilt camera End Function Function mousemove() If KeyDown(200) ;forward MoveEntity ML_cam_pivot,0,0,0.5 End If If KeyDown(208) ;backward MoveEntity ML_cam_pivot,0,0,-0.5 End If If KeyDown(203) ;left MoveEntity ML_cam_pivot,-0.5,0,0 End If If KeyDown(205) ;right MoveEntity ML_cam_pivot,0.5,0,0 End If If KeyDown(30) ;UP MoveEntity ML_cam_pivot,0,0.5,0 End If If KeyDown(44) ;DOWN MoveEntity ML_cam_pivot,0,-0.5,0 End If End Function ;--------- the data for the snowflake Function extractdata(FileName$) file = WriteFile(FileName) d = True While d > -1 Read d WriteByte(file,d) Wend CloseFile(file) End Function .snowData Data 255,216,255,224,0,16,74,70,73,70,0,1,2,0,0,100,0,100,0,0,255 Data 236,0,17,68,117,99,107,121,0,1,0,4,0,0,0,50,0,0,255,238,0,33 Data 65,100,111,98,101,0,100,192,0,0,0,1,3,0,16,3,3,6,9,0,0,1,235 Data 0,0,2,53,0,0,2,140,255,219,0,132,0,8,6,6,6,6,6,8,6,6,8,12,8 Data 7,8,12,14,10,8,8,10,14,16,13,13,14,13,13,16,17,12,14,13,13 Data 14,12,17,15,18,19,20,19,18,15,24,24,26,26,24,24,35,34,34,34 Data 35,39,39,39,39,39,39,39,39,39,39,1,9,8,8,9,10,9,11,9,9,11,14 Data 11,13,11,14,17,14,14,14,14,17,19,13,13,14,13,13,19,24,17,15 Data 15,15,15,17,24,22,23,20,20,20,23,22,26,26,24,24,26,26,33,33 Data 32,33,33,39,39,39,39,39,39,39,39,39,39,255,194,0,17,8,0,32 Data 0,32,3,1,34,0,2,17,1,3,17,1,255,196,0,141,0,1,0,3,1,0,0,0,0 Data 0,0,0,0,0,0,0,0,8,4,6,7,5,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Data 0,16,0,2,2,2,3,1,0,0,0,0,0,0,0,0,0,0,3,4,1,2,5,6,0,32,17,18 Data 17,0,2,2,2,2,3,1,0,0,0,0,0,0,0,0,0,0,1,17,2,18,3,33,49,65,81 Data 97,34,18,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,32,19,1,1,1,1,0,3 Data 1,0,0,0,0,0,0,0,0,0,1,17,0,33,32,49,65,97,255,218,0,12,3,1 Data 0,2,17,3,17,0,0,0,194,111,18,17,65,206,130,214,47,28,37,88 Data 214,244,111,199,168,149,99,255,218,0,8,1,2,0,1,5,1,233,255 Data 218,0,8,1,3,0,1,5,1,233,255,218,0,8,1,1,0,1,5,1,10,229,61,177 Data 250,237,152,171,122,193,71,7,5,215,190,164,64,85,165,214,23 Data 133,24,190,54,129,64,220,195,22,4,240,93,164,137,220,152,151 Data 30,125,218,56,90,218,107,40,236,37,90,175,230,8,228,204,204 Data 243,255,218,0,8,1,2,2,6,63,1,31,255,218,0,8,1,3,2,6,63,1,31 Data 255,218,0,8,1,1,1,6,63,1,199,85,114,102,91,83,79,209,58,211 Data 29,46,161,142,187,123,125,18,171,8,106,11,66,225,154,219,234 Data 74,226,252,13,221,153,208,149,217,141,255,0,71,195,147,255 Data 218,0,8,1,2,3,1,63,16,240,255,218,0,8,1,3,3,1,63,16,240,255 Data 218,0,8,1,1,3,1,63,16,178,30,196,59,157,254,12,153,115,192 Data 105,210,31,184,165,17,149,162,153,59,132,130,243,57,65,20,153 Data 215,144,174,25,39,143,88,130,217,234,226,169,123,220,77,224 Data -1 |