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Re: skySystem2 - final thread:)
[Re: Zapan@work]
#54929
09/15/05 10:10
09/15/05 10:10
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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That is a very good question. I am also interested in blending clouds over a sky box.
Ello: May be we could work together with that so that we can create a really good product with your dynamic system and my static sky cubes?
Models, Textures and Games from Dexsoft
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Re: skySystem2 - final thread:)
[Re: Zapan@work]
#54930
09/15/05 10:15
09/15/05 10:15
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
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OP
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Posts: 8,939
planet.earth
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it is possible, but it will not give you the result you are thinking of. the user has one replaceable faderbox (thats a false-colored cubemap) which can be used for that. still the colors can be ajusted by the skysystem, but in general its better to use it as its ment to be used.
i am planing to create another version which uses common skycubes (as well as faderboxes) and single (model- and/or sprite-based) clouds.
Last edited by ello; 09/15/05 10:18.
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Re: skySystem2 - final thread:)
[Re: Matt_Coles]
#54933
09/16/05 01:00
09/16/05 01:00
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Posts: 2,320
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Screenshots do not do this justice - Go and buy it now, its simply amazing! From what I can tell it is quite easy to implement in a project(however, I did not actually try yet as I'm busy with a few other things). You can change the skycube that is rendered underneath the moving clouds. Bascially, it wouldn't be wise to use a sky cube that contains clouds on it with this. Instead, you should use a color gradient(light blue fading to darker blue, sun, ect.). I believe that it will be extremely easy to seemless have this skysystem integrated as a great feature for people with shader supporting graphics cards. If you cannot use this feature you should simply switch it off, and swap the color gradient skycube image with a better suited skycube image that contains clouds ect. Some things that would really make this shine: - Allow users access to the .fx files, I dont particularly like the idea of loading up a .wrs and would rather tinker with the individual .fx files myself. - Have the clouds travel all the way around the entire skycube. That way full 360 degree cloudmovement can be realized for games that do not have the luxory of seeing the top of the sky at all time(a 3rd person game that mostly seeds the inner sides of the skycube). - Special swirling cloud movement(Think Quicksand) - A new Space version. For example, instead of clouds you'll have some comets, a couple shooting stars, ect. The only question I have is what are the different switches for in the cloud paremeters? Are these the switches between the different P.S versions? If not, how do I switch between the different P.S versions? Thanks for the great product and support Ello! 
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