ribbon effects!

ribbon effects!

Requests for features in the spring code.

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smoth
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ribbon effects!

Post by smoth »

if someone is pretty well read on this stuff could someone add them?

http://www.gamedev.net/community/forums ... 1&#2887799

They are used a lot in warcraft III as well. Just a handy effect if someone could add it :)
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Snipawolf
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Post by Snipawolf »

+1

They are used in DSII a lot, also..
trepan
Former Engine Dev
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Post by trepan »

Fairly simple in lua:
glBeginEnd(GL.QUAD_STRIP, ...) + gl.Blending(GL.SRC_ALPHA, GL.ONE)

You could probably do a faster version with a fixed geometry display list,
a gradient texture, and a varying texture matrix to do the swoosh effect.
If you wanted to go the shader route, then you have even more options.

P.S.: Ya, could be built in to the engine as well... ;-)
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smoth
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Post by smoth »

which way is better trepan?
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AF
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Post by AF »

your link leads to a thread with links that lead to pages that have broken css formatting preventign the image from being loaded.

but from the description Id have to say this sounds like the method used for missile trails.
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smoth
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Post by smoth »

something similar yes af. Also, try ie or firefox, the pics load fine.


I want them to be part of the customizable effects, so I can generate ribbons
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KDR_11k
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Post by KDR_11k »

Indeed. I seem to recall requesting a sword weapon that would do this back when I made the first experiments with hand to hand combat.
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smoth
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Post by smoth »

kdr is in my head.

I also want to use it for something I am thinking of adding involving the thrusters on a mechs back... use your imagination kdr. :P
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AF
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Post by AF »

Like the homeworld fighter trails?

IE7 gives the same results, except, it shows a flash advert, and complains about errors on the page.

edit:: identical results under Firefox 2
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smoth
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Post by smoth »

NO, that would be really out of place..




and dude, something must be up with your machine, I can see them just fine on both of my machines.
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AF
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Post by AF »

FF2 under ubuntu 7, Opera 9.2 and IE7 under Vista.
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Pxtl
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Post by Pxtl »

Question: how much power do modders have over projectiles? Because to me, it sounds like the best approach would be to do a trail as a special kind of piece. Then you could hide and show the piece like any other piece in the COB script, and if it were attached to a projectile, it would leave the appropriate trail behind the projectile. Ideally being able to bind it to a section of the model's texture for the trail-texture, or something like that.
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AF
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Post by AF »

What happens when you have multiple projectils in flgiht? Or projectiles of different types?
Warlord Zsinj
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Post by Warlord Zsinj »

I want capes for my emperor's guards, dammit >_>
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Pxtl
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Post by Pxtl »

AF wrote:What happens when you have multiple projectils in flgiht? Or projectiles of different types?
I meant I was wondering if projectiles can be S3O models with multiple pieces - such that the "ribbon as part" approach also works for projectiles since you make them the same way.
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KDR_11k
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Post by KDR_11k »

I don't think you can tag a piece in any way without using the script.

Smoketrails are created by giving them the start and end point of the segment, anything that wants to spawn them must keep track of the last place it spawned one.
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Dragon45
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Post by Dragon45 »

fuck ribbons, i want magnets of ribbons
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Zpock
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Post by Zpock »

Need something like this programmed in for sweeping lasers, for motionblur/lightsaberish effect.
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KDR_11k
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Post by KDR_11k »

Heh, I wanted such trails because my plasblades looked silly when emitted once per "frame" without any motionblur.
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Snipawolf
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Post by Snipawolf »

Plasblades? For what? :shock:
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