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 / Decals - How is it done?

Author
Message
TheComet
18
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 27th Sep 2011 20:12 Edited at: 27th Sep 2011 20:13
Hey everyone

How is this effect achieved without Z-fighting occurring?



Is the object subdivided and deformed over the underlying terrain? That doesn't sound very efficient

TheComet

Pincho Paxton
23
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 27th Sep 2011 20:19
You could probably do that with an alpha cloth effect.

TheComet
18
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 27th Sep 2011 20:28
Can you explain a bit deeper what that is? Google won't tell me anything. Does that also work for wrapping around things? In the screen shot you'll see it actually go underneath a cliff.

TheComet

Pincho Paxton
23
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 27th Sep 2011 23:49 Edited at: 27th Sep 2011 23:50
A cloth effect is just like cloth, it folds over a surface. DBPro has a new update with them. Then you need to make the cloth transparent with a alpha, which is a see through colour, and pattern. Some people on here make their own cloth effects with a plain that has vectors added to it.

Quel
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location:
Posted: 28th Sep 2011 00:17 Edited at: 28th Sep 2011 00:20
Well if you ask me, that's a shader which projects that nice hexa style image onto the terrain object. That's a popular effect nowadays, every game seems to have it in some form. It can't be a technique that uses an additional mesh, it seems just so fluid and perfect.

Good to see finally without Youtube's ugly quality the SC2 terrain generation. Well, i hoped to see something much professional. I'm struggling with my own in my Schmupp level editor and i scrapped some tries so far because of those ugly texture collisions, and 'tada!' these Blizzard quality masters didn't give a flying... i don't care, mine is just gonna be perfect.

-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Pincho Paxton
23
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 28th Sep 2011 02:34
Oh yeah, it probably is a shader afterall.

Stab in the Dark software
Valued Member
23
Years of Service
User Offline
Joined: 12th Dec 2002
Playing: Badges, I don't need no stinkin badges
Posted: 28th Sep 2011 16:10
Here is a link to Van B's Project. Looks Like he did the effect you are looking for.

http://forum.thegamecreators.com/?m=forum_view&t=122906&b=5


[img][/img]


WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.
Duke E
17
Years of Service
User Offline
Joined: 10th Mar 2009
Location:
Posted: 29th Sep 2011 02:57 Edited at: 29th Sep 2011 02:57
Quote: "Here is a link to Van B's Project. Looks Like he did the effect you are looking for."


No, Van B solved it with Vertexdata manipulation of a multipolygonal plane that shapes itself to the underlying terrain.

However a shader similar to a textured flashlight shader would do it, plenty examples around of those.

Regards
Duke

Login to post a reply

Server time is: 2026-07-10 23:32:56
Your offset time is: 2026-07-10 23:32:56