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Posted: 26 Nov 2007, 21:19
by lurker
And where did trepan say it was the same effect? No, it's a simple version of one way to get that effect ingame.

Posted: 26 Nov 2007, 21:21
by TradeMark
lurker wrote:And where did trepan say it was the same effect? No, it's a simple version of one way to get that effect ingame.
I didnt claim he said it, but rattle said :-)

Posted: 26 Nov 2007, 21:26
by rattle
What I meant was with the right texture it will look very close to yours, not that it is the same code wise. Scratch the "is the same" part.

Posted: 27 Nov 2007, 00:29
by AF
rattle wrote:How about dropping it in the widgets folder, takes less than a minute to do.

This is the same effect, just needs a different texture. Of course it's fluid, cba to take thousands of screenshots. :P
Image
ATI drivers think otherwise

Posted: 27 Nov 2007, 01:18
by Argh
It's pretty easy to do something that looks very similar using billboards and multiple sprites, tbh. That looks very CPU-heavy, to me...

Posted: 27 Nov 2007, 11:28
by TradeMark
If we gonna use my plasma in the game, its frames should be stored in one (or 4 images) to have better performance...

Here i made the seamless texture version (bad quality GIF):
Image

And here the full quality avi version:
http://www.unknown-files.net/spring/380 ... s_texture/

And here the 2048x2048 image with all 64 frames for OGL usage:
http://www.unknown-files.net/spring/380 ... rames_BMP/

--

Hmm, what if spring could animate the ground texture with that :P

Posted: 27 Nov 2007, 11:43
by lurker
Hmm, can you hardware accelerate paletted textures and doing palette swaps?

Posted: 27 Nov 2007, 12:03
by TradeMark
I heard all cards cant handle paletted textures, which is why it should be true color, 32 bit image (or 24 bits?).

Hardware animating would be no good, because it would just take too much CPU for such minor thing...

Posted: 27 Nov 2007, 12:10
by KDR_11k
I think it looks very little like something liquid, gaseous or plasma. Perhaps a wavy metal surface or something but IMO the best place for it would be some 1990s era CGI.

Posted: 27 Nov 2007, 12:54
by TradeMark
Show better textureable plasma then, lets use it if this sucks so badly. *EMO* :cry:

Posted: 27 Nov 2007, 18:49
by Kloot
Easily translated to a fragment shader:

http://www.unknown-files.net/spring/3804/Plasma_Shader/

(.bmp goes in LuaUI/Images, .lua in LuaUI/Widgets)

Posted: 27 Nov 2007, 18:50
by AF
Applied to a translucent skyblue sphere, that would make a nice shield effect.

Posted: 28 Nov 2007, 11:59
by TradeMark
That could also be lava texture, but how to make it repetitive, cant use texture coordinates :/
I heard 3d textures could make it animate and repetitive, but all cards doesnt support 3d textures?

Posted: 04 Dec 2007, 21:45
by lurker
Well I did some searching. The extensions needed for paletted textures were all made a while ago and included, starting with nVidia.

















except then they decided not to include the extensions anymore :?

Posted: 04 Dec 2007, 21:56
by AF
For the same reason AGP cards don't fit into new motherboards. It's faster to convert into a floating point colour and use normal texturing than it is to use palletted colours on todays architectures.

Posted: 04 Dec 2007, 22:02
by lurker
floating point colour and normal texturing? that helps to use this kind of effect how?
And is it really faster enough to be worth a 500x size increase?

Edit: well KDR suggested GLSL and look at what the first google result for GLSL palette is: a nice plasma effect http://developer.apple.com/samplecode/G ... ing29.html

Posted: 04 Dec 2007, 23:39
by MightySheep
TradeMark wrote:That could also be lava texture
tbh it doesn't look anything like lava

Posted: 04 Dec 2007, 23:45
by rattle
Different texture, different gradient => nice lava

Posted: 05 Dec 2007, 14:26
by TradeMark
Screenshots/video pls.

Posted: 07 Dec 2007, 16:04
by bobthedinosaur
cant you just cycle thru the faces in cob to make the animtion?