HAVE A LOOK AT THIS 3D EFFECT !!!

Community Forums/Showcase/HAVE A LOOK AT THIS 3D EFFECT !!!

Paolo(Posted 2004) [#1]
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.


N(Posted 2004) [#2]
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'...


JoshK(Posted 2004) [#3]
It's not just an effect. It's a 3DEFFECT!!!


WendellM(Posted 2004) [#4]
That's nicely weird-looking. Could be useful for a "trans-dimensional phase shift" or something :).


MadJack(Posted 2004) [#5]
"trans-dimensional phase shift"

Yeah - could attach it to a flashlight (or some device) and let the player see normal vs hellish geometry.


Paolo(Posted 2004) [#6]
hmmmmmmm? , ok, I can not edit the TOPIC's title
so you all will have to live with that I'm afraid ... :)


Rob(Posted 2004) [#7]
I think it's superb!


Ross C(Posted 2004) [#8]
Could be useful for a see through wall effect :D


slenkar(Posted 2004) [#9]
is the inner room supposed to be untextured?


Paolo(Posted 2004) [#10]
@Slenkar,
No, both inside and outside rooms should be textured, the textures are right there in the folder ... ?

Paolo.


IPete2(Posted 2004) [#11]
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.


Gabriel(Posted 2004) [#12]
Damn that looks great.


IPete2(Posted 2004) [#13]
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.


Dustin(Posted 2004) [#14]
Think of using this to create that look in Doom 3 when the satanic symbols sweep across the tunnels in waves.

Very cool!


DrakeX(Posted 2004) [#15]
i like :)


Paolo(Posted 2004) [#16]
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.


Beaker(Posted 2004) [#17]
Isn't the torchlight effect pointless? You could do the same thing with one mesh, a normal light and no Dot3!


JoshK(Posted 2004) [#18]
I think the point is to distract, not progress.


IPete2(Posted 2004) [#19]
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.


Vorderman(Posted 2004) [#20]
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?


IPete2(Posted 2004) [#21]
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.


Braincell(Posted 2004) [#22]
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.


JaviCervera(Posted 2004) [#23]
[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



poopla(Posted 2004) [#24]
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!


Tom(Posted 2004) [#25]
strangely headache inducing & weird, Jedive :)


Clyde(Posted 2004) [#26]
That's really neat!
Nice one :)


smilertoo(Posted 2004) [#27]
I like that effect.


SopiSoft(Posted 2004) [#28]
damn, i really like this effect!!! never thought something like this would be that easy to program.


Uber Lieutenant(Posted 2004) [#29]
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.


sswift(Posted 2004) [#30]
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.