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3 Dimensional Chat / advice wanted about modeling a sun

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stoned coder
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Posted: 7th May 2007 14:38
I have had a go at making a sun for my space game which kind of got the right effect but glitched too badly. I used 3 spheres of 3 similar sizes(so none overlap when rotating!) in the same position rotating 3 different ways with the same texture.I used ghost and fade on the spheres, and set the specular power high.From some angles it worked well ,as the darker reds on the texture seemed to bubble up and diffuse into the yellows but if you move the camera then glitchy lines appear over the object.
so any help on getting this to work, or a totaly new way that will give good results, theres not much to look at in space so the sun needs to be an interesting focal point.
thanks for any tips...
AaronG
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Posted: 7th May 2007 15:03
screenshot?

tyrano man
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Posted: 7th May 2007 15:19
I would just go for an animated texture, then animate the suns vertices arcodingly so it will still bump out slightly etc. Or you could make your whole space scene and make a skybox with the sun in it.

stoned coder
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Posted: 7th May 2007 15:55
heres a screen shot....

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stoned coder
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Posted: 7th May 2007 16:26
Dho!Slipped!Let me try that again.....

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Seppuku Arts
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Posted: 7th May 2007 16:53
Most people don't actually model a sun for their games, they usually use a plane with a sun texture on that constantly points at the camera in a game, some use 2 or more planes, usually one has Zdepth turned off unless something crosses the center of it, giving the flare effect.

Did The Buddha have a Zen micro?
stoned coder
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Posted: 7th May 2007 17:20
well first off my aproach was to make an animated texture and slap it on a plane like you say but I couldnt fathom the animated texture,and needed something at least in the game ,this route was easiest and has some potential if i can fix it... i will endevour with both..

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Image All
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Posted: 7th May 2007 18:32
i need to try that har har

stoned coder
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Posted: 8th May 2007 13:31
Here is my 3d sun extracted from my game code.I also made a slightly better texture.I have removed fade object and set specular power as I could see no difference in the result with or without it.Anyway have a butchers , the screen shots dont show the glitchyness.
Have a play with it...
My thoughts are that it is a z-depth issue due to the ghosting.Its a shame coz it does look rather cool,a nice lenseflare would set it off nicely....feel free to make me one
Download the zip, extract, rename image file location in the project or source file and run !

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stoned coder
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Posted: 9th May 2007 09:54
ive played with the sun all day yesterday, its much easier now ive isolated the sun code to alter and compare than in with the rest.ghost object was set wrong making the texture oversaturated , and causing the fade obj not to make any difference.Ive also made an "arrora" plane arround the model which makes all the difference,also ive made a lenseflare texture but can not figure how to impliment it.should it be locked to screen and then when sun is not in view rotate the plane so its invisable , rotating into view as the angle between sun and camera reaches 0...or whats best???
heres a screeny, looking much better ...

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stoned coder
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Posted: 11th May 2007 05:09
has anyone bothered to even look???
stoned coder
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Posted: 13th May 2007 15:12
Buler?Buler?Buler?
jasonhtml
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Posted: 13th May 2007 18:52
actually i would suggest a different approach... you should make 1 sphere with bump mapping and some planes that face the camera and go through the sphere to make it not look solid. you would texture the plain with gases and stuff with an alpha map that fades out

stoned coder
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Posted: 13th May 2007 20:53
hmm ..yes I sortof see were your coming from but can you clarify
Quote: "and go through the sphere to make it not look solid"
.but the disadvantage is the repetativness of the pattern, the 3 sphere way gives a longer loop before all textures are alligned again, which I like . is there a way to use 3 textures on one object?
thanks for your thoughts.
jasonhtml
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Posted: 13th May 2007 21:02
pattern? if you dont tile the texture there shouldnt be any pattern at all

stoned coder
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Posted: 13th May 2007 21:18 Edited at: 13th May 2007 21:20
ehh? pattern :i mean the visual result of the 3 textures rotating.the actual sequence that starts and ends when the textures all coverge on the same point is extremly long .If i were to use one sphere and a plane or two the sequence would only be one 360 rotation of the sphere, if i made an avi file to match the sequence length of my 3 spheres way it would be huge!

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