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Re: Soft filter? [Re: Drew] #23326
04/03/04 18:59
04/03/04 18:59
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
the only way to make a glow shader is to use render to texture.... What you do is render the camera view to a flat view entity in front of the camera and then blur it with a pixel shader.. and then make the whole thing translucent. However as you do not have direct control over the frambuffer in gamestudio it may be hard to sync the images...I dont have a pixel blur shader offhand but an example should be available somewhere.


Sphere Engine--the premier A6 graphics plugin.
Re: Soft filter? [Re: Matt_Aufderheide] #23327
04/04/04 10:49
04/04/04 10:49
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
thank for the info
Theres no way for me to do it myself, All my skills are in art... I would happily trade assets with anyone that can do it... or maybe even pay... I really need it
Thx


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Soft filter? [Re: Drew] #23328
04/10/04 16:01
04/10/04 16:01
Joined: Aug 2001
Posts: 426
USA
Homey Offline
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Homey  Offline
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Joined: Aug 2001
Posts: 426
USA
I noticed over at blitz3d they have done a couple effects like this without shaders.

Sand of time effect by filax
Submitted: 1 month ago
No. of ratings: 37
Average rating: 4.54 / 5



This is the only info the Author gave about it.
Quote:

this technique use dynamic sprite blend
in front of camera.




And then theres this 1 which is really cool.



Authors quote:
Quote:

It's a special blend of motion blur, high dynamic range and depth of field to give a dreamy feel to the scene.




Unfortunatly none of the code for these is available so its hard to figure out what there doing exactly.

If anyone knows how to do any of these effects it would be greatly appreciated, and would be awesome if it could be done without using shaders so it work on all hardware.

Thanks in advance

Re: Soft filter? [Re: Homey] #23329
04/11/04 02:29
04/11/04 02:29
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

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O

Joined: Aug 2000
Posts: 7,490
Those are pretty nice...I esp. like the light beams in the bottom. The only problem I've encountered placing sprites directly in front of the camera is that it can destroy the framrate if you run your monitor refresh at higher refresh rates.

If I have my monitor set at 1600x1200 with a refresh of 65 and run my game at 1024x768 and then put a sprite right in front of the screen, my fps dips from 75 to 30-45. If I run everything the same but the refresh is at 60, it will remain at 60. Likewise if I run the monitor at 1024x768 and use a higher refresh like 85 or up, and run the game at the same resolution, the fps will dip to similar numbers but remain maxed out without the sprite.

This is one reason why the two screens with the glowy fog in my newest screenshot update have been altered to no longer have that look.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Soft filter? [Re: Orange Brat] #23330
04/11/04 06:03
04/11/04 06:03
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
You could add a glow filter by copying the current frame onto a sprite which is rendered in front of the camera and which has the bright-flag set. In static picture manipulation you use the same technique and you get great results.
Strength can be adjusted by the blur radius or the sprite's alpha value.

JOEY.

Re: Soft filter? [Re: Joey] #23331
04/11/04 13:49
04/11/04 13:49
Joined: Aug 2001
Posts: 426
USA
Homey Offline
Senior Member
Homey  Offline
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Joined: Aug 2001
Posts: 426
USA
Hiya All,

Going off what Joey had said I thought I'd try the render to texture method abit.
Keep In mind that I have the effect turned up "full blast" and theres still a few kinks in it.

Heres a couple shots in a crummy test level,
when adjusting the alpha abit and set in a better indoor scene it doesnt look too bad.



Next im going to set up materials
for the sprites, this will allow for
alot more control over color and detail..

Re: Soft filter? [Re: Homey] #23332
04/11/04 14:08
04/11/04 14:08
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
I beg you to share!!! !!!


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Soft filter? [Re: Drew] #23333
04/11/04 20:14
04/11/04 20:14
Joined: Nov 2003
Posts: 677
There
Julius Offline
Developer
Julius  Offline
Developer

Joined: Nov 2003
Posts: 677
There
Homey, PLEASE tell us exactly how you did your/Joey's blur effect!
It would like REALLY COOL added to in-game slow-motion effects, or when the player goes into some "special play mode" using "some special powerup."

Julian


flabadabadab.
Re: Soft filter? [Re: Julius] #23334
04/12/04 00:32
04/12/04 00:32
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

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Nadester  Offline

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Joined: Jul 2002
Posts: 2,813
U.S.
To get that effect in the 1st Blitz sample is not very difficult at all. The method I know requires you to render two camera views, 1 that is normal and 1 that is very very very blurred. Then make the blurred one 50% transparent (or less) on a layer on top of the regular camera. It gives that sort of dreamy blurry effect, although the shapes are still distinctly made. I don't know if this is possible with 3dgs, and if it is it I have no idea how to do it Try it out with a screenshot in photoshop, it looks really neat. (I'll post something here if I have the time later)


--Eric
Re: Soft filter? [Re: Nadester] #23335
04/12/04 02:34
04/12/04 02:34
Joined: Oct 2002
Posts: 150
Prince Edward Island, Canada
Nagashi Offline
Member
Nagashi  Offline
Member

Joined: Oct 2002
Posts: 150
Prince Edward Island, Canada
Is it possible to make a single blurred view in 3DGS? If not the method of two cameras is out of the question.


No rest for the wicked.
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