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..
bubbles
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: bubbles
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.
For further reference, have a look at Smoth's Gunmetal Harbor map.
Re: bubbles
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.
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.
Re: bubbles
http://www.youtube.com/watch?v=xExdEXOaA9Aknorke 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.
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
Re: bubbles
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
Re: bubbles
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
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)
Re: bubbles
im forever blowin bubbles
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: bubbles
erryday I'm bubblin bubblin bubble bubblin bubblin bubble bubblin bubblin bubble bubblin bubblin bubble bubblin bubblin