bubbles

bubbles

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enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

bubbles

Post by enetheru »

Something I thought of just then and I got no idea if its possible.

bubbles,particles, bits for 'water'. so a boggy marsh could have bubbling pools, a lava map could have vents and bursts.

what level of detail could be achieved with current engine capabilities?

I couldn't really spot any information regarding animated features other than shader work like the grass or trees.

is there capability for keyframed vertex animated features?
animated textures?

is it possible to write a lua script to generate a feature based on coordinates from a texture image, so you can have random placement of said bubbles anywhere you designate as 'water'?

and performance impact?

just curious..
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: bubbles

Post by Forboding Angel »

Pretty easy to do. Just use an invisible gaia unit that emits a ceg.

For further reference, have a look at Smoth's Gunmetal Harbor map.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: bubbles

Post by knorke »

does not need a unit to spawn cegs.

some time ago tried to make bubbles by drawing quads in random spots on water and have them expand. (with bubble texture)
looked like that missile defender game with the circular explosions. :roll:
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enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: bubbles

Post by enetheru »

knorke wrote:does not need a unit to spawn cegs.

some time ago tried to make bubbles by drawing quads in random spots on water and have them expand. (with bubble texture)
looked like that missile defender game with the circular explosions. :roll:
http://www.youtube.com/watch?v=xExdEXOaA9A
I think most of what I would like to achieve would have to be done with animated textures on quads mixed with particles. one for the ground, a couple for the burst and then some mixed particles to give it some physics.

and for the bog.. some of this http://www.youtube.com/watch?v=2TY8T9iTUxc :D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: bubbles

Post by PicassoCT »

Lava aint easy.. i ved done mine with units in the end, because if you want to do lava, you want it to flow over the map.. and then those nice little effects meet the ceeling
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: bubbles

Post by Beherith »

Code: Select all

function gadget:GetInfo()
  return {
    name      = "Bubbles",
    desc      = "Bubble bath",
    author    = "Beherith",
    date      = "june 2012",
    license   = "CC",
    layer     = -3,
    enabled   = true
  }
end

if (gadgetHandler:IsSyncedCode()) then
_G.Game.mapSizeX = Game.mapSizeX
_G.Game.mapSizeY = Game.mapSizeY

function gadget:GameFrame (f)
	if (f%10==0) then		
		local x = math.random(1,Game.mapX*512)
		local z = math.random(1,Game.mapY*512)
		local y = Spring.GetGroundHeight(x,z)
		if y  < 0 then -- we are underwater
			Spring.SpawnCEG("YOUR BUBBLE CEG NAME", x, y, z)
	end
end

else --- UNSYCNED:
end
Generates a random pos every 10 frames, and if that point is underwater, it spawns "YOUR BUBBLE CEG NAME".

Taken from the map Gehenna Rising V2.

This is a gadget so copy it into luarules/gadgets

Does not need magic invisible units or anything.

Constant load (low)
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: bubbles

Post by PicassoCT »

im forever blowin bubbles
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: bubbles

Post by Forboding Angel »

erryday I'm bubblin bubblin bubble bubblin bubblin bubble bubblin bubblin bubble bubblin bubblin bubble bubblin bubblin
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