Page 2 of 2
Posted: 07 Sep 2006, 22:32
by Caydr
The trees are neither collapsing nor bursting into flames at any point in the explosion. Although this would be technically possible, the fact is that a ground flash is larger than the actual explosion, so this problem will always be present even if it could be limited to the outer edge or something.
Posted: 08 Sep 2006, 02:51
by mehere101
While I agree that we aren't going to get top of the line effects, I think that we could easily do some basic things. One thing I'm wondering about is Bump mapping. Right now I'm thinking of putting in a bit of work and adding in bump mapping. The one thing I need to know before hand is wether there are any open texture channels.
Posted: 08 Sep 2006, 03:00
by Caydr
You'd want to talk to JC about that, he's already done some work in that direction I think.
Posted: 08 Sep 2006, 03:43
by mehere101
OK. The one problem I'm having right now is in the shader file formats. Where are the specifications for the shaders? I can't find much more than the fact that shaders are assembly shaders run through open gl
Posted: 08 Sep 2006, 08:07
by KDR_11k
I think the groundflash could theoretically be handled by spawning a VERY bright light in the location of the blast instead.
Posted: 08 Sep 2006, 12:41
by Maelstrom
Unfortunately that would need dynamic lighting, which Spring does not have.
Posted: 08 Sep 2006, 19:12
by KDR_11k
I don't think that'd be hard to add. You just need to spawn a lightsource on any explosion brighter than a certain value. The 8 lightsources limit might be a bit difficult but you could deal with that by having each unit use only the four or so closest light sources
Posted: 08 Sep 2006, 20:41
by Peet
An opaque expanding sphere inside the explosion would do just fine...
Posted: 08 Sep 2006, 21:36
by KDR_11k
No, that'd look silly when your camera angle is flatter.
Posted: 08 Sep 2006, 23:18
by mehere101
Just fake it dammit!
A simple vertex light-type script from a given light location that adjusts the colours on the trees would work. If I understand how tree are rendered that is...