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AppGameKit Classic Chat / How do I make this rotating light effect?

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=PRoF=
21
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 18th Nov 2017 16:31 Edited at: 18th Nov 2017 16:32


I'd love to include this effect in my new game, but I don't have a clue how to go about it

Can this be achieved without a shader? I'm completely clueless when it comes to writing (or even using) shaders.

Thanks in advance

=PRoF=
puzzler2018
User Banned
Posted: 18th Nov 2017 17:07
I once thought of about something similar a while ago - cause I thought about it - its something that i would love too.

Ill get my thinking cap on and keep an eye on the thread


- maybe perhaps an cube to contain the light (Static)

- then maybe another shape half a cylinder which is gradient red which spins inside the cube

Ill have a think

D
basicFanatic
6
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Joined: 7th Jun 2017
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Posted: 18th Nov 2017 19:04
I think it depends on what kind of game you're making. Is it 2D or 3D? What kind of visual style are you aiming for?
=PRoF=
21
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 19th Nov 2017 01:42
Yes, I should have said it was a 3D game I had in mind. Sorry.

The exact effect I'm after is shown at around 15 seconds in to the following video, with the spinning lights shining onto the wall just before the car pulls away. I can't find a better (longer) clip of it, but that's the game that made me go "Wow, I want that effect in my game"

puzzler2018
User Banned
Posted: 19th Nov 2017 09:22
Ill see what I can come up with.


That is a classic game and I loved Burnout when that was out . This is a remake of it (I think)
D
basicFanatic
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Posted: 19th Nov 2017 12:27 Edited at: 19th Nov 2017 12:28
Let's see ... I tried creating a blue and a red point light on each side of the "rotating light", fixating them to it with FixObjectToObject(), like so:

=PRoF=
21
Years of Service
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 19th Nov 2017 13:44 Edited at: 19th Nov 2017 13:47
@basicFanatic - That's pretty much spot on! I'll have a mess around with it later and see how it works in situ, but I imagine if it illuminates other models the way it does the floor in your example then I'm all good . Thank you ever so much

@Puzzler2018 - Yes it is a remake, it's written by some of the same people who wrote Burnout
puzzler2018
User Banned
Posted: 20th Nov 2017 17:52
Wow - that is really cool -

You could change code to

lightSource = CreateObjectCylinder (1.0, 10, 1.0)

or

lightSource = CreateObjectCapsule (1.0, 2, 1.0)


for some really good effects

Cheers @BasicFanatic - to say you started in Jun time - you picked it up really fast

Thanks


Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 21st Nov 2017 16:30
and you can add a beam mesh with a fitting transparent texture as well. Many FPS classics do this.
Regards Sph!nx
Jack
19
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Joined: 4th Oct 2004
Location: [Germany]
Posted: 21st Nov 2017 22:26 Edited at: 21st Nov 2017 22:26
https://youtu.be/WpG9XIfFkE0?t=7m50s
Metal Gear Solid, 7m 50s, an old but powerful method.

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