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    FTC's Scribbles

    Hi,

    I am not sure where to post this, since it technically is no wip and it is no released project either, but a collection of some one-nighters or other things I did just cause.
    If this is the wrong place, please don't shout at me, just move it

    My latest one is a creep effect which uses a ScriptedTexture to blend the creep material on the ground

    I also have a previous video with just the effect used for texture painting: http://www.youtube.com/watch?v=AEg49o4VPAE

    To not spam this thread with videos from the beginning, here's the list of stuff I made so far
    1. Probably my first thing I released the script code for: A Shield Effect
    2. Next a proof of concept for an Airlock Effect
    3. Something screensaver-like which I originally created in blitz basic and redid with UDK: Bloodcells in an Arteria
    4. While working on the spline tutorials I created this Rollercoaster
    5. After a Settlers II nostalgia trip I ended up creating these Transport Beacons to function as a transport network for resources.
    6. Still on that tangent I implemented A-Star Pathfinding


    So that is what I've been doing apart from my "big" projects. It will probably spawn some tutorials in the future.

    greetings

    #2
    Nice work

    Comment


      #3
      looks great!

      one question. I'd say the texture is applied to either a polygon or a decal. does it have a fixed size? I've had some ideas that are not too far from this to implement some blood effect on the ground where the blood can be 'dragged and painted' around through the floor

      Comment


        #4
        Hi,

        yes the texture has a fixed size. Since UDK does not support any way of getting uv cooridnates from a trace I had to project the texture into world space on the XY-Plane. The shader has inputs for the actual texture position and scale in world space and projects it onto the mesh. That way I can place a spawner and have it draw on the texture in that location.

        greetings

        Comment


          #5
          Hi,

          something new, an attempt to do a combo system. For now it has two buttons and one follow-up chain up to three combos:


          greetings

          Comment


            #6
            looks great!

            Comment


              #7
              Hi,


              I have been experimenting with particles to create a cloud effect. Turned out pretty decent. I use a cubemap-like setup to fake volumetric textures by blending between them depending on the particles position.

              greetings

              Comment


                #8
                00:32 - perfect, great soft vanilla look.

                while they do look great, I wonder how a sky with lots of clouds like that would perform. you'd probably need your clouds to use less sprites

                Comment


                  #9
                  Thanks,
                  sure it can't stay that way for more clouds, at the moment every cloud uses 200 particles, I can crank it down to 100 without any major changes to the overall look. I am currently experimenting with level of detail. The general prinicple is: the fewer particles the bigger each one gets. So far it is working pretty good and I am able to sustain a reasonable illusion with about 20 particles per cloud on the lowest level.

                  greetings

                  Comment


                    #10
                    yep, I get what you mean. I use a [similar approach] but it's much more simplified because I don't ever need to fly through the clouds. each cloud is 10-15 particles each IIRC.
                    I'm curious about your "cubemap-like setup to fake volumetric textures by blending between them depending on the particles position" though, and more importantly, how your clouds react to the sun light direction

                    Comment


                      #11
                      I basically took 6 textures and projected them around the particle system's bounds. Then I use an approach like the World-Aligned-Texture to convert a pixel's world position into uv coordinates on the faces of the cube. I take the six colors an blend them depending on the pixels distance to each side.
                      The clouds do not react to sunlight at all, yet.

                      greetings

                      Comment


                        #12
                        Hi,

                        one (last?) update for the clouds:

                        I implemented level of detail for the cloud emitter and tested how many I could place until it impacted performace. Turned out to be over 150. Runs at about 120 frames per second, down to 80 on occasions. Of course this cannot be used with a lot of other things in the map, but the performace is good enough for 10 to 20 clouds without a huge hit.

                        greetings

                        Comment


                          #13
                          Hi,

                          Following up the cloud technique I had an idea to set my Tahu pawn on fire. He is the Toa of fire after all.

                          So this would be like the rage/overcharge effect if Tahu were to become a character in an Action/Spectacle Fighter game. Apart from the Pawn Mesh, everything was created by using UDK assets and modifying them. I also wrote a couple of lines of code to make the effect toggleable.
                          I think I will create a quicktip covering how to use the specific cascade modules for the effect.

                          greetings

                          Comment


                            #14
                            Originally posted by FTC View Post
                            Hi,

                            Following up the cloud technique I had an idea to set my Tahu pawn on fire. He is the Toa of fire after all.

                            So this would be like the rage/overcharge effect if Tahu were to become a character in an Action/Spectacle Fighter game. Apart from the Pawn Mesh, everything was created by using UDK assets and modifying them. I also wrote a couple of lines of code to make the effect toggleable.
                            I think I will create a quicktip covering how to use the specific cascade modules for the effect.

                            greetings
                            now THAT is awesome FTC !

                            That's AAA / 4A quality appearance for that spell effect / special power right there!

                            Awesome!

                            You're well into the land of surpassing the AAA budget companies

                            Rama

                            Comment


                              #15
                              It's mostly AAA because the assets are from UDK, but thanks
                              Actually I would have liked it better with the flames rotating with the actor's speed, but unfortunatly UDK does allow for such low level per particle controls.

                              greetings

                              Comment

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