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Re: Realistic Clouds
[Re: jweb]
#58708
11/16/05 18:52
11/16/05 18:52
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Joined: Oct 2001
Posts: 1,285 USA
Guardian
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Serious User
Joined: Oct 2001
Posts: 1,285
USA
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Hi guys, I played with the cloud sprites and code a bit here's a shot of the cloud I put together. Here is a link to the altered code and sprites. http://home.att.net/~arcfire/shot_0.jpgFile size is about 189 kb very small includes some models, sprites, and eddited code, and one code fix. http://home.att.net/~arcfire/cloudsadd.zipI tried to add back some of the movement to the clouds so some of the code can be removed as it didn't work as I wanted. I think it might be better anyway to try to move the clouds individually and script some kind of flocking ai for more real cloud movement without loss of fps. Cool stuff thanks Marky Mark. Guardian
Last edited by Guardian; 11/17/05 03:58.
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Re: Realistic Clouds
[Re: jweb]
#58709
11/16/05 22:05
11/16/05 22:05
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Joined: Jul 2002
Posts: 857 Québec
Marky Mark
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thank you for your comments. Its hard to get a lot of fps with the "particle clouds". Try changing my.size, wich is the size of the sprite.
Yeah! IE sucks, use Mozilla... Marc Rémillard.
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Re: Realistic Clouds
[Re: Marky Mark]
#58710
11/16/05 22:13
11/16/05 22:13
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Joined: Jul 2002
Posts: 857 Québec
Marky Mark
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@Guardian: nice cloud, but i'm getting like under 2 fps....
Yeah! IE sucks, use Mozilla... Marc Rémillard.
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Re: Realistic Clouds
[Re: Marky Mark]
#58711
11/16/05 22:14
11/16/05 22:14
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Joined: Jul 2002
Posts: 857 Québec
Marky Mark
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Btw, the "model" cloud gets transparent, and he's not affected by the sunlights or other lights, to keep his color.
Yeah! IE sucks, use Mozilla... Marc Rémillard.
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Re: Realistic Clouds
[Re: Marky Mark]
#58712
11/17/05 01:37
11/17/05 01:37
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Joined: Oct 2001
Posts: 1,285 USA
Guardian
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Serious User
Joined: Oct 2001
Posts: 1,285
USA
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Hi Marky Mark, yes the model I made was overkill (file size/faces) but on my system is still getting 30 fps. I added a third or middle sprite to the code which if turned off should increase fps. The model itseft could have half as many cubes and look the same. I still don't know what I'm doing yet  . As for sprite color I colored the sprites themselves in the screen shot. I also added randomness to sprite size which I think looks nice. Thanks again for the code and exaple level, this is fun stuff. Guardian PS: I also turned off the standard background horizon.pcx not sure if this helps with fps. Edit: Ok I found an error in what I uploaded the code my.skill1 = 0; should be commented out. That should return frame rate to correct levels. I'll update my zip file.
Last edited by Guardian; 11/17/05 03:42.
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Re: Realistic Clouds
[Re: Guardian]
#58713
11/17/05 05:26
11/17/05 05:26
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Joined: Jul 2002
Posts: 857 Québec
Marky Mark
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Ok im getting some more FPS... but yeah it's my computer..  buying more RAM will certainly help
Yeah! IE sucks, use Mozilla... Marc Rémillard.
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Re: Realistic Clouds
[Re: Daedelus]
#58716
11/18/05 00:55
11/18/05 00:55
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Joined: Jul 2002
Posts: 857 Québec
Marky Mark
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Yeah, but in a storm chasing game, I want to have 3d clouds, not only a layer on the sky. About the jumpman's post, I agree with you, its poor clouds and good fps, or good clouds and poor fps 
Last edited by Marky Mark; 11/18/05 00:55.
Yeah! IE sucks, use Mozilla... Marc Rémillard.
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Re: Realistic Clouds
[Re: Marky Mark]
#58717
11/19/05 18:08
11/19/05 18:08
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
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Posts: 6,904
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The real problem is that you have to do the whole particle cloud with a less amount of particles now to fit a good FPS. Plus: You need to have managed code. I mean, you need to have a function that organizes the clouds.. so to say doing LOD and removing/adding new clouds. Perhaps you should go the way bupaje told in the other thread. I think, the Microsoft guys created an own speedy cloud-engine.. or something. I disagree with bupaje that when you are doing those "blops" that you need high poly amount, because clouds are always a bit farther away  Or you do your clouds out from so called "cloud shapes/forms".
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