Gamestudio Links
Zorro Links
Newest Posts
Trading Journey
by howardR. 04/24/24 20:04
M1 Oversampling
by Petra. 04/24/24 10:34
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Data from CSV not parsed correctly
by EternallyCurious. 04/20/24 21:39
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
folder management functions
by VoroneTZ. 04/17/24 06:52
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, howardR), 472 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: Heat Haze Shader (QuickSilver FX) [Re: PoLaRiS69] #21176
12/16/03 20:21
12/16/03 20:21
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Thanks Polaris69......quicksilver effects...rolls of the tongue nicely....

Ello, could you tell me how you got the lense effect in your effects demo, Great work BTW . I would like to see it used as a localised effect, i.e not the complete view, just in one area......please could you point me in the right direction, I can't seem to find any tutorials for this and its not obviously mentioned in the manual.

The real question is: can you create more than one instanse of this effect on the screen??? If not then I am stumped as to how to create these effects......

Thanks for all your comments.


The Art of Conversation is dead : Discuss
Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21177
12/16/03 20:32
12/16/03 20:32
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
look into the user-contributions section. i made my contest-entries available for public.
the ultimatecamerafx contains the render_to_texture thing. then it should get two alphachanels as mentioned above. it should work with more than one instance


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: Heat Haze Shader (QuickSilver FX) [Re: ello] #21178
12/17/03 00:14
12/17/03 00:14
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Thanks again Ello, will do exactly that.


The Art of Conversation is dead : Discuss
Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21179
12/17/03 03:44
12/17/03 03:44
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Ok Ello I must say I am stumped, goig through your WDL in the ultimatecameraFX I can't see exactly how you have got the wobble view. I think I understand this much: The Sphere's mesh is morphed to create the wobble effect, but I can't see how the view is mapped....is the ucfxview this normal camera or is this the bit that creates the image to map to the sphere???

I know it was some time ago you did this, so I'll understand if you can't help, but there does not appear to be any clear resource on how to do this...so I am sorry for badgering you about it......

I will continue to try and figure it out, any help is welcome.


The Art of Conversation is dead : Discuss
Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21180
12/17/03 05:08
12/17/03 05:08
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
I figured it out!

So the engine projects a new view onto a model, by captureing the screen and mapping it to the model, frame by frame....i see......

Thanks for all the help


The Art of Conversation is dead : Discuss
Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21181
12/17/03 05:42
12/17/03 05:42
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
You could use ello's method but project the rendered view onto a planar grid in front of the player instead. Then move some of the vertices of that grid around in x or y direction using a sine function. This way parts of the scene would wobble while others stay fixed.

Re: Heat Haze Shader (QuickSilver FX) [Re: Marco_Grubert] #21182
12/17/03 19:01
12/17/03 19:01
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Now that is an idea!!!!

I have managed to get the effect working on a disk tha ripples in a ring effect, combined with a view.arc that shifts about, it looks ok so far but I really need to work on it some more....I would like to get the edges of the texture fading out, but this is proving difficult....

To overlay a mesh infront of the camera, with sufficient vertexes will enable some pretty crazy cool effects I will play with this some more..... Although for a heat haze the wobble needs only bend the view above and behind the flames not anything infront of it.......

I have made a pretty good start for a QuickSilver weapon which will be gr8. Thanks for all your comments, I will post some shots when I get somewhere worth while.....


The Art of Conversation is dead : Discuss
Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21183
12/18/03 06:37
12/18/03 06:37
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
Expert
bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
@indiglow -forgive my noob butting in again but I just noted you said 'flames' If this is going to be above the flames can't you use a particle effect for this? For instance maybe create an elongated 'S' like model (side view), alpha mask and create these as particles starting at the flame tip, smoke and bit beyond -hope this makes sense and assuming that models can be used as particles.


Find me at: |Stormvisions| Twitter|
Re: Heat Haze Shader (QuickSilver FX) [Re: indiGLOW] #21184
12/18/03 13:48
12/18/03 13:48
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Quote:

Although for a heat haze the wobble needs only bend the view above and behind the flames not anything infront of it.......


You're right. A fake to fake this would be similar to a lensflare: trace to the center or extents of haze and see if is visible. Only if that's the case add wobble. Wouldn't work for say a fireplace, but should be alright for an outdoors campfire.

Re: Heat Haze Shader (QuickSilver FX) [Re: Marco_Grubert] #21185
12/23/03 03:46
12/23/03 03:46
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Heres a couple of shots of my progress so far...



I think that I need to look at combining the view shot thats mapped onto the model with some kind of alpha map so that I can fade the edges....any ideas on how to do this will be well received. I presume its a meterial shader thing?

More shots here: Just Click


The Art of Conversation is dead : Discuss
Page 2 of 3 1 2 3

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1