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Re: Tron effects :
[Re: ratchet]
#416078
01/27/13 21:40
01/27/13 21:40
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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You still plan to make a game like the one you have posted a video of in the first post?
For this type of game I would suggest you to keep far away from PhysX. This will only make things harder. A game like this doesn't need precise and ultra-realistic physics-interaction between objects.
Last edited by Kartoffel; 01/27/13 22:17.
POTATO-MAN saves the day! - Random
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Re: Tron effects :
[Re: Kartoffel]
#416083
01/27/13 22:24
01/27/13 22:24
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Joined: Apr 2008
Posts: 2,488
ratchet
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In fact i am in two projects now : I keep the glow to make some similar game as the shooting picture, but with very different and diversified gameplay. I think i'll make lot more simple models and stuff, but they will be lot more diversified and you'll have lot more gadgets and gameplay/ treasures. ------------------ The second i think it's always a run platform game, but i won't copy and won't go for Glow caus this type of game already exists. The idea will be some sort of rock, wood platforms. With several characters like in racing games, with each it's own specific speed,jump and special power effect. Perhaps i'll put glow on some caves circuit or for some special Tron character bonus It will be PC game, but the goal is mobile platform.
Last edited by ratchet; 01/27/13 22:34.
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Re: Tron effects :
[Re: 3run]
#416161
01/28/13 14:31
01/28/13 14:31
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Few suggestions man: * radial blur, should be able to find the center of the screen it's self (if we change during the run-time resolution, there is an offset). * same for the HDRR I guess, cause I have a black line at the bottom of the screen, if I change the resolution, maybe I need to reload effects? I use AMD, you maybe going to hate me for that Otherways, it looks really professional man! Could I ask you to add one simple post shader to the HDRR via PM (I need it for my current horror project)? I somehow didn't see this post, sorry for that. ( or you've edited it ) * radial blur, should be able to find the center of the screen it's self (if we change during the run-time resolution, there is an offset) * same for the HDRR I guess, cause I have a black line at the bottom of the screen, if I change the resolution, maybe I need to reload effects?The Blurshader uses a factor as coordinates, usually (0.5, 0.5) which is the center on every resolution. ...and it seems like you didn't read the discription in detail? PP_Run(); // Enables the PostProcessing-Pipeline (set your resolution before using this) PP_Stop(); // Disables it again PP_Renew(); // Renews the PostProcessing-Pipeline, do this after changing your resolution if the pp is already enabled
I use AMD, you maybe going to hate me for that I'm using AMD aswell, there's nothing wrong with it Otherways, it looks really professional man!Thank you Could I ask you to add one simple post shader to the HDRR via PM (I need it for my current horror project)?I'm not sure if I can manage to implement it but yeah, I'll try.
Last edited by Kartoffel; 01/28/13 16:17. Reason: correcting my bad grammar
POTATO-MAN saves the day! - Random
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Re: Tron effects :
[Re: ratchet]
#416171
01/28/13 15:41
01/28/13 15:41
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Posts: 2,210
Bavaria, Germany
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Thanks, but the shader is written in GLSL (OpenGL) - which is different from HLSL (DirectX) Anyway, from what I can tell the shader is a simple bloom shader, nothing very special. ...I really don't wanna sound egomaniacal but I have to say the shaders that I gave you are a lot "better" EDIT: I just saw that there are other shaders shown, too (SSAO f.e.) I guess I'll have a closer look at them
Last edited by Kartoffel; 01/28/13 15:43.
POTATO-MAN saves the day! - Random
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Re: Tron effects :
[Re: Kartoffel]
#416188
01/28/13 20:36
01/28/13 20:36
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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I made some improvements on the blending and the way how shader handles colors which are out of the visible range. As you can see, the bright orange (~3x higher than the maximum visible brightness) blends over the dark model and creates a weird effect. This has been fixed due to a new blending mode which also has a nicer color gradient: After some more tests (and maybe some improvements) I will upload the newer version, I think in a new thread. For this I will have to make it more user-friendly and I need to add a better explanation of the features and on how to use this stuff.
POTATO-MAN saves the day! - Random
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Re: Tron effects :
[Re: ratchet]
#416195
01/28/13 21:33
01/28/13 21:33
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Maaan nice screens The shader will look like the second sphere, of course. On the first one you see some ugly dark lines which are there because the bloom blending-mode couldn't handle very bright areas next to dark ones.
POTATO-MAN saves the day! - Random
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Re: Tron effects :
[Re: Kartoffel]
#416220
01/29/13 10:01
01/29/13 10:01
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Joined: Apr 2008
Posts: 2,488
ratchet
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Perhaps we chould choose the shader style we want ? why not ? With dark ugly lines or not ? --------------- Anyway , i played the game, it's really; for the planet it seems to be a SIMPLE skybox, and with very far effects on some transparent polygons : The result it's it works just great. I perhaps i've played too much RPG games LOL caus when i playde this space game i felt a great joy controlling a ship and blasting things and the music, graphics , voices are great. they put the minimum for character faces on screen for video transmission, but again it works just great. I'm now motivated to make a space shooter or space RPG game lol ( and that's lot lot more simple than a game with a character to animate indeed )
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