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DarkBASIC Discussion / Light sabre glow FX

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hexGEAR
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Posted: 13th Oct 2003 17:23 Edited at: 13th Oct 2003 17:58
I was just wondering how this fx could be pulled off using dbclassic? if your not 100% sure of the fx i'm reffering to then check this picture out from the game halo (extremely large picture) notice the way the weapon fades from white (center) into it's primary colour (sky blue in this case) then merges with the background.

Shadow Robert
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Posted: 13th Oct 2003 17:54
the blade is a flat colour not affected by light... the rest are vertex points set for billboarded particles

would be extremely heavy to achieve something like that in db, in pro it would be a cool effect though - there is also a chance it could be a glow shader, but the fact that its in little groups rather than one big effect leads me to believes its particles

Van B
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Posted: 13th Oct 2003 18:33
It's tricky, because you could do something similar with a simple ghosted plain, just change the texture for a more volumetric effect, however it would'nt be nearly as nice because when the sword pointed at the camera, the effect would disapear. The obvious way around that is to calculate the screen location start and end of the sword and make a plain between them, but leaving an overlap to deal with the camera problem. You would make something like a neon sausage. The effects in Halo are very good, volumetric stuff which I think would only be possible on a really fast engine.

Again, your still not getting the good stuff, so here's what I suggest you do:

You could store several extra limbs on the sword, sorta along the blade, maybe 10 or so, then put a glow particle at each limb (easily done with Limb Position x() etc), rotating and scaling randomly would give a cool effect, and it might be enough - perhaps the subtle approach will work - especially if you use various coloured particles - the sword would look less glowy, but perhaps more charged, so you'd make an actual model of a sword and the effect would go along with it - replacing a whole sword with particles is not a frame rate friendly idea.


Van-B

Hamish McHaggis
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Posted: 13th Oct 2003 18:52 Edited at: 13th Oct 2003 18:53
I wrote some simpilar code for someone who wanted street lamps yesterday. I could probably try and do something like that. Besides, it looks like the weapon is just white, the haze is blue.

Brains are for idiots.

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Hamish McHaggis
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Posted: 13th Oct 2003 22:15
So, here it is, far from perfect but it kind of demonstrates that effect, although it looks a lot better in dbpro (it may be because the blur bitmap command it better in dbpro). I made it so it fluxuates a bit.



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hexGEAR
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Posted: 14th Oct 2003 15:33
thanks all for the feedback, i'll take all your methods into consideration

Shadow Robert
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Posted: 14th Oct 2003 15:42
hamish i don't see anything

Jess T
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Posted: 14th Oct 2003 15:45
Hmmm, it works on mine...

Im using DBC with 1.13 Enhanced.

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Shadow Robert
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Posted: 14th Oct 2003 16:21
i'll try with db later, only tried it with pro 5.1b

hexGEAR
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Posted: 14th Oct 2003 17:31
it looks pretty good but it's what i originally intended to do, besides the problem with camera orientation that van introduced still affects this method and to make it really good you have to use lots of plains, i guess i might end up using it if i don't find any other easier way

Hamish McHaggis
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Posted: 14th Oct 2003 18:30 Edited at: 14th Oct 2003 18:36
Raven, you have to edit it a little with Pro. I would have posted the pro code but I was having trouble with my connection last night...



Here is a shot for hexgear to see what it looks like in DBPro. I don't know if it is beacause dbpro is generally better at rendering, or because of the blur bitmap command.



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Hamish McHaggis
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Posted: 14th Oct 2003 18:39 Edited at: 14th Oct 2003 18:40
You could always use set object to camera orientation if you wanted, if point object is your problem.

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Shadow Robert
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Posted: 15th Oct 2003 18:19
snazzy
actually bothered to look at the code, basically a coded version of what i suggest, just some scaling and rotation thrown in to give it a nice warping effect.

looks good

Blazer
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Posted: 15th Oct 2003 21:41
hamish, thats a great code, but I notice the beem bows, is there a way to keep it from bowing?

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Hamish McHaggis
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Posted: 15th Oct 2003 22:31
Bowing?

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Blazer
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Posted: 15th Oct 2003 23:53
with a long o, you see how on the two ends it looks larger than in the middle

As I walk through the vally of the shadow of death, I will fear no evil.
- Psalms 23:4
Benjamin
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Posted: 16th Oct 2003 00:13
Jess T
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Posted: 16th Oct 2003 11:58
same here...

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Hamish McHaggis
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Posted: 16th Oct 2003 21:06
That was because I was using sin to position the particles, i'd just forgotten to change it. Here is an updated DBPro demo, with sword that has a white blade (only DBPro). I think the problem is fixed, and there is more of a glow around the blade, less solid.

DBPRO


DBC


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Phantom Warrior86
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Posted: 16th Oct 2003 22:50
Thats really cool hamish good job.

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hexGEAR
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Posted: 17th Oct 2003 18:49
now thats what i'm talking about putting the sword in there made me see it in a whole new perspective, thanks a lot hamish

Hamish McHaggis
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Posted: 17th Oct 2003 19:13
np.

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