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DarkBASIC Professional Discussion / Interesting bloom in the game "Spyro - A Hero's Tail"

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TheComet
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Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 27th Feb 2012 19:46
Hey everyone

I thought I'd post a video which analyzes the bloom effect a bit in the game "Spyro - A Hero's Tail". I chose this game because it's different than your average bloom effect. It adds some kind of reflection as well. It's hard to describe, so just watch the video and see for yourself:



Here's a video with the render plain shifted upwards:



Attached is my current progress on recreating this. I have a problem with the bloom object shining through the floor even though it's behind it.

Screen Shots:





TheComet

Diggsey
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Location: On this web page.
Posted: 27th Feb 2012 20:58
I believe it's a form of lens flare rather than part of the bloom effect.

[b]
WLGfx
18
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Location: NW United Kingdom
Posted: 27th Feb 2012 21:29
Yeah, looks more like transparent plains being spun around on the videos. It would be much faster doing it that way. My other half loves those Spyro games...

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
MrValentine
AGK Backer
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Playing: FFVII
Posted: 28th Feb 2012 00:22
I remember seeing the same effect in Battle Field 3 yup lens flare

[trying to avoid annoying someone here]

TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 28th Feb 2012 14:49
Quote: "I believe it's a form of lens flare rather than part of the bloom effect."


Quote: "Yeah, looks more like transparent plains being spun around on the videos."


It is some kind of flare yeah, but I do think it's part of the bloom effect because it shifted with the post processing plain when I added an offset to it (look at second video).

Quote: "My other half loves those Spyro games..."


The first 3 games were amazing, game 4 was alright, game 5 (the one in the video) is better again, and all of the games after that sucked.

TheCoimet

Quel
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Posted: 28th Feb 2012 16:00
I would say it's quite annoying...

If anything, don't struggle implementing this in your own stuff.

-Mental Hybrid: A unique heavy story based shoot'em ~40% (primary project)
-CoreFleet: An underground commander unit based RTS (canned) ~15%
WLGfx
18
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Joined: 1st Nov 2007
Location: NW United Kingdom
Posted: 28th Feb 2012 17:02
Very few bugs can be called features but in that second video, that is definitely a bug and one hell of an annoying one. Something like that showing up which is obvious should not have been packaged and shipped as is.

Over the years I've found many tricks and tips on how to implement 'cheating' effects in games. It's really only lately I'm starting to understand a lot of them but I've never forgotten them.

A few years ago I tried 3D particles for the first time and realised that many cheating effects can be done using them. And now just recently I've read up on the Z buffering or something like that and found that a few more things can be done.

It's always interesting watching and reading up on stuff because one day something will click and you'll understand how they do it.

Unfortunately for my missus, I won't be writing a Spyro game for her anytime soon... (She keeps asking)

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 28th Feb 2012 17:43
Quote: "I would say it's quite annoying..."


Hehe You get used to it after a while.

Quote: "Very few bugs can be called features but in that second video, that is definitely a bug and one hell of an annoying one. Something like that showing up which is obvious should not have been packaged and shipped as is."


I shifted the plain up on purpose just to show that it's all being rendered to it.

It could be an unintentional "feature" as you describe it.

TheComet

cyril
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Location: 7 miles away from big ben
Posted: 28th Feb 2012 22:17 Edited at: 28th Feb 2012 22:18
I would suggest it might be static cube map with alpha channel drawn after the background but before the characters. This is then added to the render target and a final bloom effect it added.

The same effect can be in DBpro I believe, but that would require three camera... 1 for the map, another with the map blacked out and the characters and cube map.
well thats my take.

And two I used to have this game, I was stuck on "Cloudly domain" the level that was in the same world as this but in the sky for a year.
Penfold
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Location: RED postbox houses of parliment
Posted: 28th Feb 2012 22:59
This may sound odd but it looks a bit like syro is surrounded by a semi- transparant tube with internal light sources that are parented to spyro and when you rotate spyro they rotate at a different rate. The images arent too sharp for me on this laptop but thats it seems to look like there are 2 lens flares going on ..
One on the tube and if the light source is close enought to another object or scenery.

'Ooh 'eck chief'...'crumbs'

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