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Code Snippets / Clouds...

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Van B
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Posted: 23rd Aug 2005 19:02 Edited at: 23rd Aug 2005 19:05
Been trying to upload this for a while, finally got it working now so here it is.

It's a way to handle clouds for a large game world, not commented but quite straightforward, it's really more about using the right sort of mesh to allow blending when you ghost and fog the clouds to make them fade out nicely.


Van-B

Put those fiery biscuits away!

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Van B
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Posted: 23rd Aug 2005 19:05
Screenie...

Put those fiery biscuits away!

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optical r
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Joined: 23rd Oct 2002
Location: Prime
Posted: 23rd Aug 2005 20:40
got this already in-game, will check out your cvode now, its a sweet deal!


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Jake Blues
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Posted: 24th Aug 2005 01:09
Downloading...

Looks awesome Van B.

John H
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Posted: 28th Aug 2005 22:39
Im gonna go about editing the vertex data on the water plain around the shore so it gets semi transparent, should look nice ^_^

Nice work Van


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Baggers
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Location: Yonder over dem dere hills
Posted: 7th Sep 2005 18:11
Very simple, Very effective, Very nice !
Thanks man

UnderLord
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Posted: 17th Sep 2005 01:08
Yes nice van

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Carsten
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Posted: 12th Oct 2005 22:53
Very nice Van B. =)
White knight
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Posted: 17th Jan 2006 06:47 Edited at: 17th Jan 2006 06:48
this looks even better using pixel shader for water good job on the clouds btw what do you use to make the heightmaps?
Van B
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Posted: 17th Jan 2006 10:32
The terrain is all Bryce4, which was free on a magazine coverdisk a while ago, it does a nice job of advanced terrains.


Van-B

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White knight
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Posted: 17th Jan 2006 12:49
ah cool i think i'll use byrce 5 again i had it for awhile but never used it much but what would you recomend useing for heightmap for things like brick and other none terrain textures
Van B
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Posted: 17th Jan 2006 13:17
Limefly.net is a great site - I use it a lot.

Usually I'd do a google search for a digi photo then go about making it seamless, which is actually quite easy once you know the basic technique of mirroring and using the clone brush. Like mirror down the middle then clone brush the ugly line away, then go the other way until you can mirror the texture from anywhere. By mirror I mean flipping horizontally with both halves. I'd select half the texture and mirror that, then select the other half (or invert selection) and mirror that too, meaning the sides of the texture are seamless because the ugly seam is move to the middle where it can be worked on.


Van-B

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dj blackdragon3710
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Posted: 19th Jan 2006 02:20 Edited at: 19th Jan 2006 02:26
Ok, this is going to be an extremely stupid question, for I am not exactly thinking right...But, I get an error here:
...maybe it has something to do with me missing a function or a dll, I don't know....Yep, i'm missing something on my side...advanced terrain maybe?

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Carsten
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Posted: 19th Jan 2006 19:01
Limefly.net... Uhm... Could you just, take textures from there? Or do you have to have permission, or pay or something?
Crazy Programmer
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Posted: 20th Jan 2006 04:22
Nice work!


Van B
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Posted: 23rd Jan 2006 17:13
Limefly is completely free, it was started by a long time DB'er (Las6 or Lassix) to provide good quality textures to us. They're nicely seamless, really the sort of things that you'd usually never get for free. I like to give a website mention on my finished games that have used Limefly - I think that's the sort of thing Las6 likes to see.


Van-B

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david w
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Posted: 9th Feb 2006 00:03
The only problem I have is the code "disable object zwrite", this makes the clouds draw in front of the terrain, so you can see the clouds "through" the terrain. Is there any way to fix that..

thank you.
Vues3d on Kalimee
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Posted: 18th Feb 2006 11:02
Just a word to say I've used the tutorial to create my sky in one of my level...





Really thanx for this I got a very impressive result!!!!

x1b
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Posted: 18th Feb 2006 12:34
Van B: insanely impressive

- Do it, Do it Right, Do it right now..
Van B
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Posted: 18th Feb 2006 12:36
Cheers X1 .

Looking sweet Vues, I think that'll really suit your game, kinda subtle if you know what I mean.


Van-B

Put away, those fiery biscuits!
Chris Franklin
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Posted: 18th Feb 2006 13:20
Wow nice i usally use a bmp image for clouds downloading this now

x1b
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Posted: 18th Feb 2006 20:00 Edited at: 18th Feb 2006 20:09
Van B: Would you be upset if I used some of your code? just the sky. What you've done with 1 image and zero media, took me a week to do with 2 skydomes, 2 sky images, 2 functions and alot of coffee.

The whole layerd sky, rolling clouds effect. You've done with minimal resources and sick effect and max FPS. My average fps is 50-60, yours was 70-95

Screens of my code with my media and your code, my media.

x1b Sky


Van sky



x1b Sky2


Van Sky2


- Do it, Do it Right, Do it right after you hijack Van B's code
Van B
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Posted: 19th Feb 2006 14:26
Wow that's pretty!

Anyone is free to do what they wish with the code and media, nice to see it going to good use.


Van-B

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x1b
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Posted: 19th Feb 2006 18:40 Edited at: 20th Feb 2006 05:42
Any chance I may convince you to heavily comment the code,Van? I get what it does and mostly how but much of "why" escapes me. It working for me just isnt enough. I'd like to really understand it all.

example, you have some mouse code
that I just cant piece together where and how it comes into play or why its there. And several other things that though I can replicate it in my WIP, I dont fully understand why it works the way it does.

[edit]
never mind. spent an hour fussing with the code and commenting it as I went. Man what a wicked tutorial this thing makes. Though,I STILL dont get the role of that mouse code.

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Zeal
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Posted: 24th Feb 2006 08:40
@x1b

Really nice looking! How did you get the moon to glow like that? It looks like its actually saturating the colors. Are the clouds lit too? It looks like the ones around the moon are actually recieving light.

All you need is zeal
tatts
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Posted: 4th Mar 2006 01:42
this code did'nt seem to work for me with the Beta 6 update!!!
works great with 5.9 though.
very nice environment..
x1bwork
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Posted: 6th Mar 2006 21:20 Edited at: 6th Mar 2006 21:22
Quote: "Really nice looking! How did you get the moon to glow like that?"


Thanks,Z.

The star sky (rolls in one direction and stars are animated)is on a code made sphere, the clouds(roll in seperate direction and overlap) are on a seperate transparent hemisphere,the water(as per Van's code, is animated) on a .x and using heavy shadows.

What I have going now is far more visually impressive. I let go of the winter scene for shadowed grass and hill,land,heavy rain down pour that alternate directions, ambient music, 2 overlapping wind .wav's, 3 randomized thunder .wav's,player step .wav,and a disgustingly large terrain. so far at 40-45fps,takes about 10-12minutes to walk from one end to the other.


Lost in Thought and I have been discussing efficient ways to work
in random lightning flahes.


I'm fussing with the village right now and smoking chimeys, burning torches and click to swing open doors.

It's the same WIP Project I began at the start of the winter (Juxta Tempus)

Been fussing with it to maximize the visuals and FPS.

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