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FPSC Classic Product Chat / Skybox / Decal - Pseudo Movement

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Sting
15
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Joined: 18th Jan 2011
Location:
Posted: 2nd May 2011 12:07
Morning Folks!

I need some inspiration and idea's from the community.

I have a map where you are contained inside a plane, however I need to give the impression of 'pseudo movement' asin we all know the entities and segments are static and so is the scenery...

How dya think the best and fastest way possible is to give the outside look an impression of slowly moving? In a 2D sense this pseudo effect could quite easily be achieved by using parallax layers but i'm a bit stumped here...
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 2nd May 2011 15:24 Edited at: 2nd May 2011 15:31
1. Using bond1's animated texture shader, apply a [looping] 'animation' of clouds slowly passing from the end of one large rectangular plane (wider than the aircraft) on either side of the aircraft, to the other end of the plane.

1b. Using bond1's animated texture shader, apply a similar animation to a few various windows on board the aircraft to break up the repetitiveness of the anim cycle on the larger planes outside of the aircraft. Might also help break up the repetitiveness if you pulled some of the shades/visors down on some of the windows.


2. Make a large cylindrical plane that surrounds the aircraft with plenty of room on either side of the airplane to make the curvature of the cylinder less obvious. Use a rectangular texture (4096x512 for example), or a sublte tiled/repeating one, with clouds of the same appearance as your skybox. Animate the cylinder to rotate 360 degrees on a continuous cycle.

2a. Use multiple cylinders, one inside the other, with varying cloud positions and transparency values to get the perfect amount of 'traffic' you want the player to see in the skies when he looks out the window.

EDIT FOR #2: Just realized a rotating cylinder would make the clouds run in the opposite direction on one side of the plane. -.-


SIDENOTES:

-Use a [still] skybox with the look you see fit for your level, and then use similar cloud styles for the textures in the above methods so everything will blend together smoothly.

-A subtle white fog may help blend all of the running animations together in the distance, of course if the fog setting is too heavy, you'll see it on the plane.

-Using bond1's animated texture shader, you can place a thin rectangular plane in the far background, behind some of the transparent animated running clouds, and 'animate' a bird or two flying past the plane behind the cloude.




Sorry everything's a bit unorganized. Hopefully you can whip something up, or come up with a better solution with what's up there.

Kravenwolf

Sting
15
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Joined: 18th Jan 2011
Location:
Posted: 2nd May 2011 15:37
Cheers Kraven, some inspirational idea's are what I need right now!

Cottoned on to the cylinder one myself, but the Bond1 animated shader might do it, problem is I have never downloaded his animated shader before and do not know where to get it from?! The forum posts he made have invalid download links so god knows where to get it from...
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Cosmic Prophet
18
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Joined: 17th Mar 2008
Location: The Cosmos
Posted: 4th May 2011 03:27
You might also try playing around with the particle system. Use a smoke or steam decal assign the particle script, and goof with the settings. You could probably come up with a convincing moving cloud to place outside the windows.

2.5ghz QuadCore,4gb ram,1gb ATI graphics. Dual OS. WinXP, Win7.
Sting
15
Years of Service
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Joined: 18th Jan 2011
Location:
Posted: 4th May 2011 12:26
I'm working on it as we speak! If I get some likely results today I will post a video! Thanks for the advice!

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