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DarkBASIC Professional Discussion / More amazin effects... How are they done

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Terabyte
23
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Joined: 28th Dec 2002
Location: UK
Posted: 17th Jun 2003 00:43
Aeroplane engine heat

Has anyone looked on a hot day at the air on the surface on the tarmack or ... more to the point the air coming out of the backof a jet fighter or plane... and noticed how the hot air shimmers. does anyone know how or if this can be done using dbpro.. its just another effect that would really top the cut sequence of my game.... please please if any one knows how or has ay theory on how this can be done please let me know [img][/img]
Info Q.&statments corect@da time of going to pres. I acept 0 responsibility for typos gramaticaly incorect txt swering or pety complant tht u hve so just piss off unles u r anserin da Q.
The Darthster
23
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Joined: 25th Sep 2002
Location: United Kingdom
Posted: 17th Jun 2003 00:56
I suppose you'd put an object where the heat haze is to appear, apply a refraction shader to it and randomly move the vertices to give the shimmering effect.

Once I was but the learner,
now, I am the Master.
Terabyte
23
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Joined: 28th Dec 2002
Location: UK
Posted: 17th Jun 2003 01:00
erm....in english ... and erm.... but a source code... and erm refraction shader???!!! didnt know they existed ?:S

Info Q.&statments corect@da time of going to pres. I acept 0 responsibility for typos gramaticaly incorect txt swering or pety complant tht u hve so just piss off unles u r anserin da Q.
The Darthster
23
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Joined: 25th Sep 2002
Location: United Kingdom
Posted: 17th Jun 2003 01:09
Yeah, you might have to wait until patch 5/6/12,000

Once I was but the learner,
now, I am the Master.
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 17th Jun 2003 04:16
That heat is quite a simple thing to recreate actually
(i'll assume your using Paintshop 6/7/8 but i'm sure you can figure a way to do this in other programs too)

firstly take a raster greyscale (black->white)
then using something likst AnimatorShop 3 make a wave animation with it, not too complex that spans over say 8-15 frames (not point in making it hyper complex. And export them as individual jpg or bitmaps.

After this create a grey map (rgb(128,128,128) for best results) and then do a non-uniform noise of around 15% on it...

no import each of the Wave animated frames you create, and now combine them as the Alpha Mask for the image and save the alpha channel to disk.

finally export each frame as TGA 32bit, now load each as an image/texture in a loop like you would for sprite animation within DB Standard a nice cheap heatwave look

Perhaps its not the same as a shader but it certianly as hell is alot cheaper processor wise ... and you can also apply it like a particle effect far easier

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