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Posted: Tue Jan 22, 2008 3:26 pm
by MolokoTheMole
That looks very promising. I like the explosions.
How did you do them? What material are you using so you have an alpha channel and transparency?

Posted: Tue Jan 22, 2008 4:55 pm
by Killua
lostclimategames wrote:checked it out on a friends computer. definately a nice start. It has a real feel for speed. very fun. I would recommend tho that even if you dont render a reflection on the water, to at least take a copy of the player model and render it upside down under water so it at least looks like a fake reflection. overall very nice though.
Yeah, reflection would be a nice effect wouldn't it, maybe if I have a level with more cristaline waters i will use it, I don't think I would look good in this dark sea. That and I'm a bit lazy 8) .
How did you do them? What material are you using so you have an alpha channel and transparency?
I think you are asking how do you use the alpha channel other than cutting the sprite, also making it gradually transparent?

you have to tell irrlicht to use the full range of the alpha channel, for some reason its capped at 0.5.

I do it like this, it's the code of the setup of the smoke particle of the misile trails.

Code: Select all

bnode = smgr->addBillboardSceneNode();
bnode->setSize(core::dimension2d< f32 >(40.0f, 40.0f));
				
bnode->getMaterial(0).TextureLayer[0].Texture =  driver->getTexture("../data/misilesmoke.png");
bnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL); 
bnode->setMaterialFlag(video::EMF_LIGHTING, false);

bnode->getMaterial(0).MaterialTypeParam= 0.01f;  // <<--- this is the important line

bnode->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); 
with that you can use the alpha channel to tell how much transparency you want (the darker the more transparent).
I hope it was this what you where asking!

Posted: Tue Jan 22, 2008 4:59 pm
by xDan
There were graphic problems for me. Looked kind of like what I've had before when a render target texture is too big???
My card does support GLSL, but probably some really old version, and it often gets upset when shaders are too long.

Let the console display, it might say something interesting (log.txt stays empty).

Failing that put a video on youtube, I wanna see what all the fuss is about :)

Posted: Tue Jan 22, 2008 5:14 pm
by Killua
xDan wrote:Failing that put a video on youtube, I wanna see what all the fuss is about :)
hanks for trying it. You are not the first to suggest a video, I tried to make one with fraps and then convert it with anyvideoconverter but I can't seem to find a good quality for youtube, somenone knows wich is the best option?

Posted: Tue Jan 22, 2008 10:39 pm
by MasterGod
I've uploaded a video to youtube:
http://www.youtube.com/watch?v=EzTvrQyMnR0

I hope the quality is good enough..

Suggestion: Put that video link in the first post..

Posted: Tue Jan 22, 2008 11:17 pm
by Killua
Thanks for the vid! I've already put it in the first post.

The quality is OK but I noticed that even though the post process seems to work fine for you, the sea doesn't render properly, as if the sun position is wrong (no sun highlight on the water). Sometimes I hate shaders and the guys that code drivers with a passion.

Posted: Wed Jan 23, 2008 10:33 am
by BlindSide
Nice game, love the post-processing effects, explosions and models.

BTW, you accidentally stuck another copy of your zip folder in you dat file, adding another 2.5mb to the size :shock:

Also, on line 13 of your vertex program for the water:

Code: Select all

Texcoord = gl_MultiTexCoord0.xy + Texdesp/2;
On strict ATI compilers this will generate an error, replace the "2" with "2.0". Yeah I know ATI is very fussy :P This should fix problems with water not showing on some pcs.

Good luck

Posted: Wed Jan 23, 2008 3:30 pm
by MasterGod
Well, I have an ATI card so maybe what BlindSide said would actually fix it.
I'll be happy to report right away when a fix is made.

Posted: Wed Jan 23, 2008 3:48 pm
by Killua
Thanks BlindSide, the zip file thing is really stupid, sometimes I surpirse myself :oops:

That's what I was saying about driver coders, I wish either nvidia was stricter or ati was more lenient. Thanks for the tip, I'll try to include a way to test different cards and shaders in the next version.

fail to run, says application config is wrong

Posted: Wed Nov 12, 2008 9:05 pm
by robertgarand
Hi Killua,
I DL the zip, unzipped click on exe, says this app could not run, config is wrong.
Do I need something not standard to run it ?
Robert

Posted: Wed Nov 12, 2008 9:23 pm
by Lambda
omg nice game :D is great to see some great spanish projects here :mrgreen:

Posted: Thu Nov 13, 2008 12:28 am
by omaremad
A very nice demo, i like the smoke trails but they look too repetitive, why not randomly rotate the billboards texcoords so the each cloud looks different.

Posted: Mon May 24, 2010 9:10 pm
by teto
I have trouble downloading this awesome looking game (the download never gets compelte despite my 10 attempts). Could someone upload it somewhere ? along the code if possible ?

Thx

Posted: Mon May 24, 2010 9:25 pm
by grumpymonkey
OH
MY
GOD

I think I cried a little while playing this!

Well done, this is amazing. it DEFINITELY needs to be put on the front page or something :O

EDIT:
that blur effect that comes up during an explosion is awesome too. would love to see some source code ;)

Posted: Tue May 25, 2010 3:34 pm
by Tihtinen
This was a really fun game to play : ))
It also ran on little less than 300fps, and still looked really good :wink: