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Cutscenes?


Chris

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It does use up some fill-rate, but my computer doesn't drop below 60 fps when running the sky (except when using fraps). This kind of volumetric light is nowhere near as expensive as the volumetric lighting testmap, since I can make assumptions about the viewer's position and don't need to use D3's lighting system. This effect is probably just fine to use as long as you carefully optimize your level's lighting; in any case, if worse comes to worse, you can trade off sun-beam quality in exchange for speed.

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Wow. Just... wow. That's really impressive!

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Gil I showed my friend, and she said to say, that from someone who doesn't know much about games, she was amazed that it knew where the clouds were and cast shafts of sunlight through them (I didn't even tell her what was special about it, she said that straight away) and she thought it was beautiful, and she wishes it was a looping screensaver that she could have.

 

(I know that I could make this myself for her by making a video, just wanted you to see the positive feedback :))

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Holy shit, Gil. :blink: I assume subtle moonbeams in fog would look great too.

 

Is that going up on SVN? Dissection imminent...

There's no reason this couldn't be applied to moon-beams... just keep in mind that in order to get rays, you need to block the moon with something thick that has occasional holes (hence why the clouds look different in the rays AVI - the original clouds tend to produce a warm glow rather than sun-rays), so fog might not work so well. I guess if you're not worried about whether the rays are tied to the shape of the fog, you could use an arbitrary texture to produce moon-rays.

 

I don't have SVN access at the moment, and I think I'd upload the sky as a PK4, so FTP might be more appropriate. In any case, I'd like to try improving the sky a little (moving the sun towards the horizon and increasing the contrast of the clouds a bit more, so that sunbeams tend to be more apparent with more realistic clouds) before uploading it.

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  • 1 month later...
With a more complicated table, you could have less predictable swaying.

 

It just occurred to me...could this be used for a candle-flame? The current particle effect isn't ideal, primarily because it can't sway slowly enough to look realistic. Could you use a flame texture and sinusoidal shearing to create a believable swaying candle flame?

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It just occurred to me...could this be used for a candle-flame? The current particle effect isn't ideal, primarily because it can't sway slowly enough to look realistic. Could you use a flame texture and sinusoidal shearing to create a believable swaying candle flame?
As long as you don't care about the candle looking the same from all directions, I don't see why not.
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Hmm, I thought of one possible snag...if a candle were held sideways, the flame would be sideways as well, right? Is there any way to make a texture always point upwards?

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Unless the change above changes the way the particle works, it should act the same as it does now. It wasn't changed to stay upright when I did so with the torch particles, because it seems the candle flame already does (at least, possibly the most it can at that small size?). If it doesn't sufficiently, it shouldn't be too tough a change.

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Well you can use world gravity for the particles, so that way it would orient up

Yes, that's what I already did with the torches. It's not so trivial as just turn on or up the gravity, because that invariably changes the shape of the particle, and it must be rebuilt taking that into acccount.

 

What I'm saying is, unless the shearing or whatever changes the particle, it shouldn't be needed. If it does, it can be fixed.

 

But on the other hand, if it doesn't work, or look good, there's still the suggestion I try making every time this topic comes up; just like our moving lights have a random jitter, maybe the candle flame particle emitter could be given the same jitter (a very small amount) to do candleflames the way they (apparently) did it in TDS.

 

Isn't that what it already is?

Yes.

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I meant animated particle as in animated material. I know the particle itself is animated, obviously. But if you look at our water, it has a pan table and so looks like its moving. You could do this for the a candleflame texture, but have it a sinusoidal table so it does'nt fly off to god knows where.

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Hm, that could work... don't know the answer about orienting the flame though. Although, wouldn't that need the extra poly at the top of the candle (or whatever else) again, as in the original (IMO weak) candles? And if so, it complicates the issue of adding the flames just anywhere, dynamically. Right now, we place the entity and we're done. The other way (I'm guessing) would require extra polys whereever, skin swaps, handle S/R somehow, another particle anyway for smoke on extinguish... urgh.

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You could do this for the a candleflame texture, but have it a sinusoidal table

 

That's exactly what I was suggesting.

 

there's still the suggestion I try making every time this topic comes up; just like our moving lights have a random jitter, maybe the candle flame particle emitter could be given the same jitter

 

Is this difficult to try?

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