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FPSC Classic Product Chat / Segments & Statics with transparency?

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maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 25th Nov 2011 11:41 Edited at: 25th Nov 2011 11:43
Hi guys,

just a little question. for my project i tried to build a glass-level, all objects 50%-transparent (except the floor).

in fact that the project always uses the whole maps (20x20x20) and that i have to use very much objects to create the depth i want to get, the framerate drops really fast when i have to set up all objects as nonstatics.

is there a trick or any backdoor-thing to get statics or segments 50%-transparent? tried around a bit with materialindex and texture-alphas, but i had no luck, entities and statics ignore alpha-channel. also thought about merging the objects to some single big ones, but thats not what i want to get.

any suggestions to get a (really) big level filled with transparent things so framerate doesnt drop to much?
Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 25th Nov 2011 11:52
Even if you could do that, the culling would be messed up, as FPSC would have to render everything that is behidn the transparent surfaces, too.

FPS drop would be horrible.

Come to where the madness is:
http://www.homegrowngames.at
maho76
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Location: universe-hub, playing the flute
Posted: 25th Nov 2011 12:07 Edited at: 25th Nov 2011 12:07
culling is not the problem. i use my visoverlay-trick to do that. the actual levels without any segment walls are filling the whole map and fps remains constantly above 30 when i dont overuse masses of characters at once. i get 30-60 where normal maps crash without an error-message when using simple statics instead of segment-walls.
http://forum.thegamecreators.com/?m=forum_view&t=190278&b=25

effect of a full crystalized enviroment would be great.
TheK
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Joined: 4th Mar 2007
Location: Germany
Posted: 25th Nov 2011 20:16
Hello maho76,

as far as I know, there is not a way to get segments and static objects half-transparent... There's only fully opaque or completely invisible.

I'm sure, a change in FPSC's renderer would solve the problem. But that would be pretty hard.

Greetings,
Jan


Skype name: thek491
Ertlov
19
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Location: Austria
Posted: 26th Nov 2011 11:21
I guess I could have a solution...

give me some days of tinkering around, perhaps I can help you on that.

Come to where the madness is:
http://www.homegrowngames.at
Doomster
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Joined: 8th Nov 2007
Location: Germany
Posted: 26th Nov 2011 13:10 Edited at: 26th Nov 2011 13:33
Well, it should be possible using shaders; since they're actually able to change the segments colour and the alpha is a part of that.

So, basically it should work if you apply an edited segment shader on all of the surfaces that need to be transparent.

I'm no shader crack, but changing the return value of the "color" function should work, you can identify the shaders "color" function easily, it starts with "float4" and ends with " : COLOR".

I did the exact same thing with a water shader for dynamic entities a while back, although that shader was obviously applied to an entity, so I'm not 100% sure, if the same method works for segments.

I'll have a go myself and try it out, I'll edit the post once I know more.

Quote: "as FPSC would have to render everything that is behidn the transparent surfaces, too"

The problem would rather be that the culling still takes place, since the segments are still there, and thus you'd see how parts of the level appear/disappear.

Edit: Alrighty, tested it, and instead of being half transparent, the segments turn completely transparent and I can clearly see how weird the culling works.

Shader experts like bond1 could probably pull this of, but even then, it would not work out due to the culling.

My advice: Forget about the glass idea, and rather create a shiny metallic or ice level instead.

-Doomster

maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 26th Nov 2011 19:04
thanks for that explanations, doomster. problem, for my personal use, would be that i use the stock-fog wich doesnt work together with shaders.

nevertheless thank you for this. lets see what mr. ertl is up too

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