Project's status report - and help!
Project's status report - and help!
Hi guys,
After a week of intense trial and error and bugging everyone in the forums (he he he ehhe ) I can now post some images of what I've learned and how far I've taken the level I'm working on.
Image1:
http://www.theshower.nl/cgi-bin/genesis ... /prog1.jpg
nothing special, the spawn point. A light with a billboard attached.
Image2:
http://www.theshower.nl/cgi-bin/genesis ... /prog2.jpg
Walking down the corridor. I placed a wall blocking visual to avoid straining the rendering pipeline (since my level is so axial). Orange fog enabled
Image3:
http://www.theshower.nl/cgi-bin/genesis ... /prog3.jpg
the wall! h ehe heh e. And particle systems are showing up ok (greenish)
Image4:
http://www.theshower.nl/cgi-bin/genesis ... /prog4.jpg
The rest of the stuff- adding a 3d model, making its material transparent and emmisive in red, making it spin with a rotate animator, creating 4 lights with circle animators and a billboard attached to them. Notice that the particles that are further look purplish and the closer ones are beginning to fade out.
Image5:
http://www.theshower.nl/cgi-bin/genesis ... /prog5.jpg
Looking from the opposite side- the model looses its red emmisive properties as it spins, and gets back at certain angles. Particles completely disappear. Only the lights are ok (misplaced from the lamps because of the circle animator, but ok).
Image6:
http://www.theshower.nl/cgi-bin/genesis ... /prog6.jpg
Going down!!!! Notice that when getting back to the previous point of view, particles show up again. Check also that the one on the left is ok (green) but the one on the right is beginning to fade away (purplish).
Image7:
http://www.theshower.nl/cgi-bin/genesis ... /prog7.jpg
the new corridor
Image8:
http://www.theshower.nl/cgi-bin/genesis ... /prog8.jpg
the corridor from the opposite side
Ok guys, I hope this gives you an idea of where I am now (I know I got a longer way to go yet), and also helps you understand the problems I'm having. If you got any suggestions please let me know!!!!
cheers!
After a week of intense trial and error and bugging everyone in the forums (he he he ehhe ) I can now post some images of what I've learned and how far I've taken the level I'm working on.
Image1:
http://www.theshower.nl/cgi-bin/genesis ... /prog1.jpg
nothing special, the spawn point. A light with a billboard attached.
Image2:
http://www.theshower.nl/cgi-bin/genesis ... /prog2.jpg
Walking down the corridor. I placed a wall blocking visual to avoid straining the rendering pipeline (since my level is so axial). Orange fog enabled
Image3:
http://www.theshower.nl/cgi-bin/genesis ... /prog3.jpg
the wall! h ehe heh e. And particle systems are showing up ok (greenish)
Image4:
http://www.theshower.nl/cgi-bin/genesis ... /prog4.jpg
The rest of the stuff- adding a 3d model, making its material transparent and emmisive in red, making it spin with a rotate animator, creating 4 lights with circle animators and a billboard attached to them. Notice that the particles that are further look purplish and the closer ones are beginning to fade out.
Image5:
http://www.theshower.nl/cgi-bin/genesis ... /prog5.jpg
Looking from the opposite side- the model looses its red emmisive properties as it spins, and gets back at certain angles. Particles completely disappear. Only the lights are ok (misplaced from the lamps because of the circle animator, but ok).
Image6:
http://www.theshower.nl/cgi-bin/genesis ... /prog6.jpg
Going down!!!! Notice that when getting back to the previous point of view, particles show up again. Check also that the one on the left is ok (green) but the one on the right is beginning to fade away (purplish).
Image7:
http://www.theshower.nl/cgi-bin/genesis ... /prog7.jpg
the new corridor
Image8:
http://www.theshower.nl/cgi-bin/genesis ... /prog8.jpg
the corridor from the opposite side
Ok guys, I hope this gives you an idea of where I am now (I know I got a longer way to go yet), and also helps you understand the problems I'm having. If you got any suggestions please let me know!!!!
cheers!
Last edited by afecelis on Tue Jun 01, 2004 11:27 pm, edited 1 time in total.
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Hi!
You said something about fog. Don't see anything on your images (besides the particle effects).
Why I'm asking? I wanted to add fog to my game, but nothing happened
Could you tell me, on which of your images I can see the fog and how you made it?
You said something about fog. Don't see anything on your images (besides the particle effects).
Why I'm asking? I wanted to add fog to my game, but nothing happened
Could you tell me, on which of your images I can see the fog and how you made it?
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Did you change this flag for all the nodes in your scene? ( That you wanted the fog effect for that is )
Code: Select all
node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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Thanks! I just called
Code: Select all
IVideoDriver::setFog(...)
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
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- Posts: 292
- Joined: Sun Mar 14, 2004 5:28 pm
- Location: Germany
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Is it possible to call the setMaterialFlag for all Nodes at one time (also for models, which were not created jet)?
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
I am almost certain that you can't call it for all the scene nodes within Irrlicht. I also don't think it is necessary, I think a much better way would be to allow more things to be passed to child nodes than just rotation and position. If things like fog were passed on then it would make life much easier on the whole as you could construct the whole world through a screen graph inheriting from a dummy scene node. It would allow for you to set these things globally to all ( for example ) the character nodes in the scene that inherit from a dummy scene node. This would allow for the creation of node groups inside the screen graph.
A simple flag would be best. Here's how I think it should work:
node->setMaterialFlag(video::EMF_FOG_ENABLE, true, true);
The second bool stating if the flag should be passed onto the children of this node. If this was implemented into all the material flags then it would make the whole material system much better IMO.
A simple flag would be best. Here's how I think it should work:
node->setMaterialFlag(video::EMF_FOG_ENABLE, true, true);
The second bool stating if the flag should be passed onto the children of this node. If this was implemented into all the material flags then it would make the whole material system much better IMO.
@Peter:
fog is there!!! he he he e,
It's just that these are the settings at which it worked the best. Fog parameters are very sensitive, if you change it a bit, bam! the level is full of fog.
The fog I used is that orange tint you see in the shadows. I used it to complement the reddish look of my levelCheck the shots:
1. No fog:
http://www.theshower.nl/cgi-bin/genesis ... s/fog1.jpg
2. My fog:
http://www.theshower.nl/cgi-bin/genesis ... s/fog2.jpg
3. Ultra fog!
http://www.theshower.nl/cgi-bin/genesis ... s/fog3.jpg
here's the code:
fog is there!!! he he he e,
It's just that these are the settings at which it worked the best. Fog parameters are very sensitive, if you change it a bit, bam! the level is full of fog.
The fog I used is that orange tint you see in the shadows. I used it to complement the reddish look of my levelCheck the shots:
1. No fog:
http://www.theshower.nl/cgi-bin/genesis ... s/fog1.jpg
2. My fog:
http://www.theshower.nl/cgi-bin/genesis ... s/fog2.jpg
3. Ultra fog!
http://www.theshower.nl/cgi-bin/genesis ... s/fog3.jpg
here's the code:
Code: Select all
node->setMaterialFlag(EMF_FOG_ENABLE, true); //enables fog
driver->setFog(SColor(0,125,125,0),true, 0,4000); //fog color-final values= amount of fog, distance
Last edited by afecelis on Tue Jun 01, 2004 11:29 pm, edited 1 time in total.
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- Posts: 292
- Joined: Sun Mar 14, 2004 5:28 pm
- Location: Germany
- Contact:
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- Posts: 292
- Joined: Sun Mar 14, 2004 5:28 pm
- Location: Germany
- Contact:
dito. Please post only the links to your imagesUnarekin wrote:
My poor little modem!
Lookin' good, though
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