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Re: Sky flag for camera-independent images
[Re: lyingmime]
#125800
08/01/07 16:31
08/01/07 16:31
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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I'm just using a simple shader that acts as if the rendering was paused, but dynamic objects can still move around...
works perfectly!
xXxGuitar511 - Programmer
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Re: Sky flag for camera-independent images
[Re: lyingmime]
#125802
08/02/07 05:33
08/02/07 05:33
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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There's a thread in scripting started by me where he goes into a bit of detail about it. If I interpret it correctly, he's simply creating a detailed level in WED (??), complete with shaders, or model based given the shaders. He sets his camera positions, and takes a snapshot of the level with everything turned on from the camera. This is his background, and his hidden scene geometry is in place and should match. I would suggest. XxX that you simplify the hidden geometry if non-visible geometry has an influence on the framerate. There's no reason to use the super detailed version for simple collision. Per Wintermute's techniques, the only parts of the collision hull that require extra detail are the portions that stencil shadows should cast on. Everything else can be simple cubes or whatever. For go behind/go in front of object, he'll need to take snapshots of those isolated sections and place them via whatever method he chooses. Some kind of triggering method will need to be established if he uses panels and layers. If the player falls below a certain horizontal value then the player can walk in front of these objects and if they're above it then it can go behind it. I think Wintermute does this based on the origin which is generally located at the bottom center of the isolated sprite/panel element. You can read all about how they do it in their latest manual: http://www.mediafire.com/?em93txnmg3q
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Sky flag for camera-independent images
[Re: Orange Brat]
#125803
08/03/07 05:49
08/03/07 05:49
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Joined: Sep 2005
Posts: 96
lyingmime
Junior Member
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Junior Member
Joined: Sep 2005
Posts: 96
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In cases where there are two level entities, one in front of the wall and the other behind it, guitar's method can work by using the geometry in his level to occlude the entities when they step behind objects. However, this is limited to cases where the image in the panels is a render of the level geometry at the same polygon count. (If he is not doing this, then you are right that he should use very simple stand-in geometry for collisions.)
My purpose for using panels is to use hand-drawn images or high poly count renders (souped up with radiosity and the like), and for this purpose, my stand-in level geometry cannot occlude correctly (at the sort of poly counts that can be rendered in real time).
There's a variation on that that might work, however. Have a view rendering entities in front of the wall to one panel and another view (positioned identically) rendering entities behind the wall to another panel. Then, arrange the layers for these panels versus the background and wall panels.
If an entity moves in front of the wall, it must switch views so that it is rendered to the panel in front of the wall. This should be possible using render_view to change the entity's material. Hopefully, the frame rate hit won't be too bad, since entities should only ever be visible in one view per frame.
I don't like that I will need n views per level, where n is the number of possible layers for the entity. I'm going to end up needing view_remove (which guitar requested not too long ago).
Of course, camera-independent sky entities or very precisely scaled sprites get around the problem entirely by virtue of being in the level and having transparency channels.
Last edited by lyingmime; 08/03/07 06:12.
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