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Re: Acheive star trek collision effects?
[Re: Slin]
#144845
08/01/07 01:18
08/01/07 01:18
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Joined: Mar 2003
Posts: 3,010 analysis paralysis
NITRO777
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Expert
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OP
Expert
Joined: Mar 2003
Posts: 3,010
analysis paralysis
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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.
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Re: Acheive star trek collision effects?
[Re: NITRO777]
#144846
08/01/07 01:32
08/01/07 01:32
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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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.
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Re: Acheive star trek collision effects?
[Re: Slin]
#144847
08/01/07 05:54
08/01/07 05:54
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Joined: May 2005
Posts: 961 Bremen, Germany
tuschcarsten
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Posts: 961
Bremen, Germany
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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!
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Re: Acheive star trek collision effects?
[Re: Scorpion]
#144849
08/01/07 16:13
08/01/07 16:13
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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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 - Programmer
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