Ground Fog!, without shaders. - Page 2

Ground Fog!, without shaders.

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Ground Fog!, without shaders.

Post by NOiZE »

So where can we download this gadget :D
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

currently it is not released, because i recently started working on it.

one thing that would be cool is those mist maps with "bridges" below the fog to the other islands.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

to fix that issue i posted before, i will make only one, or maybe none, fog quads get drawn well looking from below, only the sphere, it will look good.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

posted a bunch of new screens, some from inside the fog, this means it won't look bad anymore when seen from inside.

the first 4 are all in the same area.

this means it is almost done.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: Ground Fog!, without shaders.

Post by NOiZE »

as a gadget?
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

no, but porting it to lua gaia is very easy, i just need to add a few things to this, then it is done, after it is done i make it into a gadget, then release.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Ground Fog!, without shaders.

Post by NOiZE »

Great!, well then ill got work todo again ~~
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

almost forgot to post:

this doesn't lags much, i had a bunch of programs running when i took those screens.

this can be easily configured to lower lag even more, by lowering the amount of fog layers being drawn, on the screens i had usually 32 to 96
layers, the last 9 screens all had 48 layers.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

currently this draws fog that looks like trepan fog, but is better than it.

it can have the color, height, switched.

have i forgot anything that should be added?
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

made the first test version of the true fog that i said i would make.

i will post a screen later, it looks bad at the moment.

i think the first version of the ground fog is done for now, i will release it later, after i convert it to gadget.
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BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Ground Fog!, without shaders.

Post by BlueTemplar »

Can you have the fog (partially) obscure radar readings?
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

no, lua can't control radar, or LOS.
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BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Ground Fog!, without shaders.

Post by BlueTemplar »

It's a shame, really. Would have made for interesting games... maybe we should make a feature request? It could also be used with tall grass/forest/levitating orange blobs of strange shape...
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

it would be cool, since currently if you get a unit flying above very dense fog, it will be able to see and attack the units below correctly, which is unrealistic.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Ground Fog!, without shaders.

Post by Sheekel »

Could this possibly made so that it obscures the players view? Then we could have OTA style fog of war! Shouldnt be too hard to implement, just need 3dimensional cell indicating areas on the map that are marked as hidden or visible
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

some ways to make it:

1. massive rewrite, well?.
2. GLSL?
3. textures?
4. texture generation?

look here, it is used a lot by trepan shaders

we also have gl.CopyToTexture, to copy a transparent texture to the areas being seen.

maybe such a thing could be a project for later.

by the way, we have bit operations in lua now.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Ground Fog!, without shaders.

Post by Forboding Angel »

is the fog alpha adjustable?
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

this is around 84.5% to 89.6% customizable, no kidding.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: Ground Fog!, without shaders.

Post by user »

i haven't posted it before, because i didn't had time.

here, someone convert it to a gadget:

by the way, i hope to see some awesome screens with this soon.
Attachments
unit_ground_fog.lua
(9 KiB) Downloaded 151 times
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Ground Fog!, without shaders.

Post by Argh »

Excellent, I'll get to that tonight...
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