C.&.C 3: The Fire

C.&.C 3: The Fire

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Stealing the Fire ?

Got to get it. Prometheus on its way :D
6
33%
No way. If the limited Zoom is connected with that Fire.
5
28%
If somebody else has to do the work
7
39%
 
Total votes: 18

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PicassoCT
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C.&.C 3: The Fire

Post by PicassoCT »

Command and Conquer may be just a usual Strategy Game - but the Fire Effects are fine. Who else here is for stealing ahem, i mean getting inspired from that ?

For Pyro(maniac)s Benefit
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jK
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Post by jK »

how do they look like? (screenshot)
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Ishach
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Post by Ishach »

picassoCT rules
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PicassoCT
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Post by PicassoCT »

no longer Ishach ! ;)

Image

Here is a screen there ar better examples up and around, and you have to see it anmimated. I think the Best thing about it is, that it really gives you the feeling of heavy heat going for the Meat. In its Center it is white Hot, it has that kind of Blur every effect in C&C3 has, and in Addition physicaly moves like a slow Cloud.
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KDR_11k
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Post by KDR_11k »

I think explosions like this would be good enough, all we need is animated and rotating particles.
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Peet
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Post by Peet »

Well there's a refraction effect as well, where everything around the flame is distorted slightly. Looks like epic winrar.
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Zpock
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Post by Zpock »

The refraction/warping effect in CnC is way too unsubtle to be good, most of their effects are.
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KDR_11k
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Post by KDR_11k »

Peet wrote:Well there's a refraction effect as well, where everything around the flame is distorted slightly. Looks like epic winrar.
You like that? I think it looks completely wrong.
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Zpock
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Post by Zpock »

Also, in the sandbox CA beta, there's exactly that effect when the commander "warps in" supcom style.

It does look wrong, as said it's way to obvious, especially as the effect is in a perfect circle with a sharp, discontinuous border instead of a nice fade.

Image
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jK
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Post by jK »

Also, in the sandbox CA beta, there's exactly that effect when the commander "warps in" supcom style.

It does look wrong, as said it's way to obvious, especially as the effect is in a perfect circle with a sharp, discontinuous border instead of a nice fade.
That's very old.

Today I am that far:
I wrote a new shader which does this with a smooth border (before it was done with polygon stretching).
Also a blur shader widget already exists, atm it is only used to blur the whole screen, if you want to emphasize parts of the GUI (the newer versions of buildbar use it: see here).

Also I am writting a whole lua particle engine, which supports shaders, z-ordering and more. It already has a jitter shader, which looks like this: video here.
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rattle
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Post by rattle »

Hmm blur... the shadow edges could profit from that tbh. :)

I quite like CNC3's shader effects even though it's the same warping/refraction over and over again.

How much is the impact on FPS for, say, 100 particles using a small texture on screen? Could you run a test?
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Zpock
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Post by Zpock »

jK wrote:
Also, in the sandbox CA beta, there's exactly that effect when the commander "warps in" supcom style.

It does look wrong, as said it's way to obvious, especially as the effect is in a perfect circle with a sharp, discontinuous border instead of a nice fade.
That's very old.

Today I am that far:
I wrote a new shader which does this with a smooth border (before it was done with polygon stretching).
Also a blur shader widget already exists, atm it is only used to blur the whole screen, if you want to emphasize parts of the GUI (the newer versions of buildbar use it: see here).

Also I am writting a whole lua particle engine, which supports shaders, z-ordering and more. It already has a jitter shader, which looks like this: video here.
Awesome, I hope to use this.
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