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Re: Chopper-Zone in the making. [Re: Realspawn] #135589
06/15/07 19:18
06/15/07 19:18
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
The Helis reaction speeds can be all set in WED through the models behavior panel.


I wanted to show some screens of the water wich is based on an idea of Loopix
thanks for that great shoretextur you gave me ^^
Tell me what you think about the water which is only a tweaked version of the template watershader. The shore gets automaticly generated and is moving.



Re: Chopper-Zone in the making. [Re: Slin] #135590
06/15/07 19:23
06/15/07 19:23
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
Sweet. I really like that. The water's amazing. Maybe there should be a bit more reflection of the terrain... but other than that: wow.
The shore's great too, though it could be a bit more uneven. Also, the terrain, as broozar mentioned is a bit "washed out"...
looks very weird.
Other than that: keep it up, great work!


~"I never let school interfere with my education"~
-Mark Twain
Re: Chopper-Zone in the making. [Re: Germanunkol] #135591
06/15/07 19:45
06/15/07 19:45
Joined: Mar 2005
Posts: 969
ch
Loopix Offline
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Loopix  Offline
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Posts: 969
ch
Well...this is not a realtime render to texture reflection but a fast cubic environment reflection The shore-break is being created on the fly and moves nicely...wich you can't see here! Slin is really a skilled coder...he can transform all possible and impossible ideas into working script

Now you could create a nice particle effect when the heli comes close to the watersurface

Re: Chopper-Zone in the making. [Re: Loopix] #135592
06/15/07 19:57
06/15/07 19:57
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
Code:

Now you could create a nice particle effect when the heli comes close to the watersurface.



That is exactly what I´ll do Cause there is already one on the Terrain it should be very easy to implement.

@Germanunkol:
I´ll play around with realtime Reflections if I get A7 Comm. With my A6 Comm is render to texture not available...

Re: Chopper-Zone in the making. [Re: Slin] #135593
06/15/07 20:08
06/15/07 20:08
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Sylex3


xXxGuitar511
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Re: Chopper-Zone in the making. [Re: Slin] #135594
06/15/07 20:38
06/15/07 20:38
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:






Wow, very nice!! I like what you've did with the shader. How did you make the shore if it's made real-time, is it using particle effects of some sort or a shader too?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Chopper-Zone in the making. [Re: PHeMoX] #135595
06/15/07 21:06
06/15/07 21:06
Joined: Mar 2005
Posts: 969
ch
Loopix Offline
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Loopix  Offline
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Posts: 969
ch
it's....top secret No...it's simply two additional tiled shore textures that get blended according to a blendmab wich is being created trough some c_scan and pixel functions. Some sin and cos functions are moving the shore textures in the shader . The idea is simple but the code is a bit tricky at some points...I was pretty amazed about the results Slin could get.

The shader will be part of my upcoming MystyMood Template

Re: Chopper-Zone in the making. [Re: Loopix] #135596
06/15/07 23:48
06/15/07 23:48
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline OP

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Realspawn  Offline OP

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Joined: Jul 2001
Posts: 4,801
netherlands
just dropping by to tell that i am happy Slin climbed aboard and loopix thx for your awesome work
we will keep you all up to date


Find all my tutorials & Workshops at : www.rp-interactive.nl

Creativity starts in the brain
Re: Chopper-Zone in the making. [Re: Loopix] #135597
06/16/07 00:29
06/16/07 00:29
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Sorry, for going slightly OT:

Quote:

it's....top secret No...it's simply two additional tiled shore textures that get blended according to a blendmab wich is being created trough some c_scan and pixel functions. Some sin and cos functions are moving the shore textures in the shader . The idea is simple but the code is a bit tricky at some points...I was pretty amazed about the results Slin could get.

The shader will be part of my upcoming MystyMood Template




Cool, looking forward to that Template then. Will it be free or are you going to charge a small fee?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Chopper-Zone in the making. [Re: PHeMoX] #135598
06/16/07 06:05
06/16/07 06:05
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
damn, I'm falling behind in my skills (:D)...

I need to pick up the pace... no harm in a lil competition.


xXxGuitar511
- Programmer
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