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Acheive star trek collision effects? #144842
08/01/07 00:43
08/01/07 00:43
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline OP
Expert
NITRO777  Offline OP
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
Hi,
Like on star trek when the ship gets hit by a laser and shakes and vibrates under the collision. How might I make this effect using a interior of a space ship that I made with level blocks-> converted to map entity? Anybody know?
~Thanks

Re: Acheive star trek collision effects? [Re: NITRO777] #144843
08/01/07 00:51
08/01/07 00:51
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
You could use a map entity and just shake it, or you could use a full screen postprocessing effect, that shakes the screen. I think that both could look good.

Re: Acheive star trek collision effects? [Re: Slin] #144844
08/01/07 01:05
08/01/07 01:05
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
User
MrCode  Offline
User
M

Joined: Mar 2007
Posts: 677
0x00000USA
or you could shake the camera's pan and tilt angles.

or roll, for that matter, .


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: Acheive star trek collision effects? [Re: Slin] #144845
08/01/07 01:18
08/01/07 01:18
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline OP
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NITRO777  Offline OP
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Joined: Mar 2003
Posts: 3,010
analysis paralysis
Quote:

or you could use a full screen postprocessing effect, that shakes the screen


How would you do that? I am not familair with full screen postprocessing effects.

Re: Acheive star trek collision effects? [Re: NITRO777] #144846
08/01/07 01:32
08/01/07 01:32
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
I think the easiest way to test it would be to use my Sylex3 Templates there is already such a shader included.
If you have A6 Pro or A7 Comm/Pro, you can render the camera view on a viewentity and use the shader (with some small changes) on that view entity.

But I´d prefere to shake the view. Though I haven´t tried it and don´t know wich really does look better.

Re: Acheive star trek collision effects? [Re: Slin] #144847
08/01/07 05:54
08/01/07 05:54
Joined: May 2005
Posts: 961
Bremen, Germany
tuschcarsten Offline
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tuschcarsten  Offline
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Joined: May 2005
Posts: 961
Bremen, Germany
I think the shortest way would be to shake the camera a bit:

Code:
function shakeCamera()
{
var i = 15;
while(i > 0)
{
camera.x += random(2)-1;
camera.y += random(2)-1;
camera.roll += random(4)-2;
i-=1;
wait(-0.05);
}
}


I didn't test it, but it should work


Bit Happens!
Re: Acheive star trek collision effects? [Re: tuschcarsten] #144848
08/01/07 07:42
08/01/07 07:42
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
but reset the roll after you did the shake...

and for such a effect i would also let some dyn ligh blink + some particle effects for sparks

Re: Acheive star trek collision effects? [Re: Scorpion] #144849
08/01/07 16:13
08/01/07 16:13
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
You could also change the camera.ambient for brightening/darkening everything. I use this for say/night effects, and if smoothly changed, could result in some nice light fading effects...

I'd go with what tuschcarsten said (changing angles) and the above lighting with camera.ambient. It should look pretty good. If you wanna get really advanced, then I'd recommend using a blur shader


xXxGuitar511
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