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CallOfCthulhu wind effect & GS? #312059
02/23/10 01:10
02/23/10 01:10
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
Senior Member
Ganderoleg  Offline OP
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Have you played Call Of Cthulhu/Dark corners of the earth? grin I was always wondering if something similar to the wind effect from that game can be done with GS. It does seem a bit difficult: it's like the smoke effect but much faster & it turns around the level geometry.

If you didn't play it or forgot how it looks like here is a short clip I made with Fraps:
http://www.filefront.com/15657453/CallOfCthulhu_WindEffect.avi

So what do you think: is something like this doable with GS & how? confused


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: CallOfCthulhu wind effect & GS? [Re: Ganderoleg] #312066
02/23/10 02:59
02/23/10 02:59
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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The basic part should be to use a moving/animated texture on a polygon grid wich you deform so that it fits the corners, that is nearly equivalent to what you do when moving textures for a river - the uv-map looks like a undeformed version of the model.
Then you can add more small streched sprites to get some volume into the effect.
Using a soft particle shader to prevent a sharp intersection between fog and geometrie would also be a good idea wink

Re: CallOfCthulhu wind effect & GS? [Re: Hummel] #316101
03/21/10 13:29
03/21/10 13:29
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
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Ganderoleg  Offline OP
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Joined: Oct 2006
Posts: 470
Balkan
I've had so much on my mind I totally forgot about this post...
Yeah you are right- it could be the same concept as animated texture, but it would have to be made transparent. Soft particle shader is also a good idea.
I will try it out and post something if it looks o.k.


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<


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