HAVE A LOOK AT THIS 3D EFFECT !!!
Community Forums/Showcase/HAVE A LOOK AT THIS 3D EFFECT !!!
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Have you ever try loading a neutral dot3 texture with the mask flag (4) I don't know if this is a bug but I think it can be a lot useful. The texture change dynamically acording to a directx light and it looks as regenerating the mesh. You only need a decent tessallation on the mesh to make it work pretty good. Have a look at the code : http://tecno-itb.coloniesonline.co.uk/imgs/3Deffect.zip (50kb) Tell me what you think! Paolo. |
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Why thank you, that was a nice topic title. Could've just used normal case instead of all upper. That said, that's certainly an interesting 'effect'... |
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It's not just an effect. It's a 3DEFFECT!!! |
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That's nicely weird-looking. Could be useful for a "trans-dimensional phase shift" or something :). |
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"trans-dimensional phase shift" Yeah - could attach it to a flashlight (or some device) and let the player see normal vs hellish geometry. |
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hmmmmmmm? , ok, I can not edit the TOPIC's title so you all will have to live with that I'm afraid ... :) |
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I think it's superb! |
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Could be useful for a see through wall effect :D |
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is the inner room supposed to be untextured? |
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@Slenkar, No, both inside and outside rooms should be textured, the textures are right there in the folder ... ? Paolo. |
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Hold on, Could you have a level with a little texture lightmapped and then have the same level texture fully lit and reveal the lit texturs using this method? This may be a fantastic torchlight effect wouldn't it? IPete2. |
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Damn that looks great. |
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Okay! After a few minutes of messing I now have an effect which looks like a torchlight moving around the room. www.smartscreenuk.com/torch.jpg coool! IPete2. |
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Think of using this to create that look in Doom 3 when the satanic symbols sweep across the tunnels in waves. Very cool! |
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i like :) |
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That's it IPete2 :) Yeah, I think if you are a little creative you can achieve nice effects. I think is the better way to use our "dot3" "not official" support :) Paolo. |
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Isn't the torchlight effect pointless? You could do the same thing with one mesh, a normal light and no Dot3! |
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I think the point is to distract, not progress. |
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Beaker, Unless I'm mistaken using a light to illuminate meshes like a torch is not very succseeful in B3d, lights only effect certain faces (afaik). Also faces which are quite far away seem to get effected. In the picture I posted you can clearly see that all faces of the, granted, simple mesh near the light object are in fact illuminated, and those no where near it are not. I think it is a better way to achieve a torch effect than just using a DirectX light. IPete2. |
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I might be missing something here, but what effect am I supposed to be seeing? It looks just like a normal light moving around a room... what's the big new thing that I am so obviously overlooking? |
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Vorderman, A different texture is revealed by the light. So in effect you could have a 3d effect where the walls change due to the amount and position of lights in the room. My piccie is a different use of the same effect. You need to download the zip to se it work. IPete2. |
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This effect can best be used to display for example plasma cannons hitting a force field around a ship, or something else hitting some other type of invisible force field. |
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[In the picture I posted you can clearly see that all faces of the, granted, simple mesh near the light object are in fact illuminated, and those no where near it are not. I think it is a better way to achieve a torch effect than just using a DirectX light.]Yeah only the mesh near the light object is illuminated, because that's the only mesh which has the normal map applied to it. If you applied the normal map over all the geometry (like you should if you were lighting a map with a torch), the map will be illuminated in the same way as with a standard light. But there are other really cool effect that you can achieve with this technique. You can illuminate objects giving the same effect than in Zelda: Wind Waker. Check this source to see what I mean (it requires media from the zip file Eurythmia posted): ;Graphics3D 640,480,16,1 Graphics3D 1024,768,16,2 AmbientLight 20,20,20 ;ClearTextureFilters cam=CreateCamera() CameraRange cam,.01,100 PositionEntity cam,2,4,1 l=CreateLight(2) LightRange l,20 ;<- try modifying this RotateEntity l,0,0,0 LightColor l,255,255,255 PositionEntity l,2,2,1 s=CreateSphere(8,l) ScaleEntity s,.2,.2,.2 EntityFX s,1:EntityColor s,0,255,255 EntityAlpha s,.5 tex=LoadTexture(".\cero.png",1+4+512) : TextureBlend tex,4 tex2=LoadTexture(".\metal.jpg",1+512) tex3=CreateTexture(64, 64, 1+512) SetBuffer TextureBuffer(tex3) ClsColor 255, 255, 0 : Cls SetBuffer BackBuffer() m=LoadMesh("room.3DS") ScaleEntity m,1.5,1.5,1.5 PositionEntity m,0,-1.25,0 EntityTexture m,tex2,0,1 m2=LoadMesh("room.3DS") ScaleEntity m2,1.5,1.5,1.5 PositionEntity m2,0,-1.25,0 EntityTexture m2,tex,0,0 EntityTexture m2,tex3,0,1 EntityBlend m2, 3 ScaleTexture tex,.4,.2 ScaleTexture tex2,.4,.2 angle#=0 While Not KeyDown(1) PositionEntity l,7.5*Sin(angle),2.5+1.75*Sin(angle),7.5*Cos(angle) ;MOVE CAMERA If KeyDown(205) MoveEntity cam,.1,0,0 If KeyDown(203) MoveEntity cam,-.1,0,0 If KeyDown(200) MoveEntity cam,0,0,.1 If KeyDown(208) MoveEntity cam,0,0,-.1 TurnEntity cam,MouseYSpeed()/20,-MouseXSpeed()/20,0 RotateEntity cam,EntityPitch(cam),EntityYaw(cam),0 MoveMouse 320,240 ;-------------------- If KeyDown(30) TurnEntity m,0,1,0 : TurnEntity m2,0,1,0 If KeyDown(31) TurnEntity m,0,-1,0 : TurnEntity m2,0,-1,0 angle=angle+1 If angle>=360 angle=0 UpdateWorld RenderWorld If KeyHit(17) Then w=Not w WireFrame w Text 10,10,"ARROWS and MOUSE to move" Text 10,30,"use A and B to rotate the model" Text 10,50,"W to wireframe" Text 10,70,"modify the LightRange in the code to increase/decrease the distance" Flip Wend MoveMouse 400,300:End |
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Blood, how can you think it's superb? Your tired of looking at these small techdemos! ;) *dig dig* I think it looks quite nice/different as well! |
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strangely headache inducing & weird, Jedive :) |
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That's really neat! Nice one :) |
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I like that effect. |
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damn, i really like this effect!!! never thought something like this would be that easy to program. |
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Once I saw this in action, I thought it was an intentional glitch and the light was being replaced with a clipping mask. This is rather cool. Once I got it, I immediately saw a practical use for this kind of graphical trick: Add this in near the beginning of Doom 3 with a flaming skull ghost flying around the room, and instead of shining light, it's light radius shows a view into hell. Now THAT would be cool, although given Doom 3's sophistication, that would cause some drastic slowdown and probably crash a lot of standard rigs. |
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That's pretty neat. Jedive: It's not quite the same as the zelda effect. You really wouln't want the outline of your torchlight to change as you walk around on flat terrain, and this warps like crazy as it moves about. |