Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Nebula in Space, Clouds, etc.

Author
Message
Bulleyes
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 5th Jul 2003 16:59
Hi,

I was wondering, how do those flight sim game create the clouds in the sky, or the gas nebula in space sim games? I don't want it to be just a static nebula/clouds, i.e. a background image of the skybox. What I want is the nebula/clouds which are 3D, i.e. which I can fly through.

I thought of using a BIG billboarding plane with nebula texture, but this doesn't seeems to look right. As I need to feel as though as I am in the nebula/clouds, i.e. when I am stationary and look up/down/left/right, I can see nebula is all around me. And as I move forward, I can feel as though as I am penetrating the nebula/cloud.

Any advice or comments?
Thanks!
Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
The Darthster
23
Years of Service
User Offline
Joined: 25th Sep 2002
Location: United Kingdom
Posted: 5th Jul 2003 17:05
Try using several plains in a grid pattern, all ghosted with nebula cloud textures.

Once I was but the learner,
now, I am the Master.
Bulleyes
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 5th Jul 2003 17:27
Hmm... thanks... but I didn't quite get it about the arrangement you proposed. Mind ellaborate it a little bit more? Thanks!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
The Darthster
23
Years of Service
User Offline
Joined: 25th Sep 2002
Location: United Kingdom
Posted: 5th Jul 2003 20:56
Instead of just having one bilboard, have several, so when you get into the middle of the nebula you can see some bilboards in front of you, and some bilboards behind you. If you stack the bilboards in a 3D grid pattern, you'll also be able to see nebula above, below and to both sides of you.

Once I was but the learner,
now, I am the Master.
Bulleyes
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 6th Jul 2003 06:25
Wow, meaning that there will be LOTSA planes? And from what I understand by your way, the plane musn't be too big either, right? What is the appropriate size that you used usually?

Thanks!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Revolution
23
Years of Service
User Offline
Joined: 27th Dec 2002
Location:
Posted: 6th Jul 2003 11:46
you could have 6 on all sides of you that change the texture very slightly when you move, or you could use the:

fog on
fog colour
fog distance
Dreamora
23
Years of Service
User Offline
Joined: 20th Sep 2002
Location: Switzerland
Posted: 6th Jul 2003 12:22
another way is that you make a sphere/half sphere and texture it with the nebula ... should work better as you will only have 1 object *thought about this for some idea of underwater sim with fishes and pytoplancton and thinks like that, that can't be made out of single objects.

Bulleyes
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 6th Jul 2003 12:40
Hi Dreamflower, I don't quite get your idea. If I texture a sphere with nebula, basically is more like skysphere, right? I need a nebula that I can navigate thru it, not just for displaying as a background image.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
EdzUp
23
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 6th Jul 2003 13:13
The best way is using sprites/planes and have quite a few scattered where you want the nebula to be. When you are inside the nebula (done with a simple range check to certain objects in the nebula) you can apply fog to the camera this will draw in the nebula and make it appear thicker and more dense than it is .

-EdzUp
Mentor
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United Kingdom
Posted: 6th Jul 2003 15:13
check your post on rgt, ta!

Mentor.

Dreamora
23
Years of Service
User Offline
Joined: 20th Sep 2002
Location: Switzerland
Posted: 6th Jul 2003 19:22
you can animate the nebula if you want or move/scale the texture as the ship moves.

You can't make any volumetric fog so there will be always a illusion of "moving through it". Just moving of textures and replacement of themselves.

Algae Man
23
Years of Service
User Offline
Joined: 11th Nov 2002
Location: Canada
Posted: 6th Jul 2003 21:25
I think what "Star Trek: Armada" (a space rts) does is have a few plains with nebula texture, ghosted. I think that you should do this, but have all of the plains always pointing to the camera. That way, the nebula will look 3d, not like a bunch of plains. I think you should use about 10-20 plains. If you just had one plain, it would look strange how it appeared the same no matter from what direction you're looking at it. Even with a few plains, it would still look odd. Having at least 10 plains will make it look like a volumetric, 3d nebula. And EdzUp's idea of changing the fog when you enter the nebula is good.

You could do clouds the same way. It would work well for cumulus clouds, but you should only use multiple plains when you are close or inside the cloud. Otherwise, having 20 plain objects for every single cloud in the scene would be slow. You should use just one or two plains for clouds in the distance. Make the plains rotate slightly. As for stratus clouds, just use a horizontal plain with a cloud texture. That's what most games use, and it only looks strange when you pass through it (because it's completely flat and has no thickness). You should make the horizontal plain drift slightly (move along x and z axes). I might post some code later illustrating these concepts.

Algae Man
23
Years of Service
User Offline
Joined: 11th Nov 2002
Location: Canada
Posted: 6th Jul 2003 21:26
I really need an avatar.

Login to post a reply

Server time is: 2026-07-17 13:57:07
Your offset time is: 2026-07-17 13:57:07