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WA~HAHAHAHA..........I be Back!!!!~~~~~WA..HAHAHA.....

by Szzg007 · 08/22/2009 (7:31 pm) · 28 comments

Hi...GG everybody....I miss ur....
SO....let me show something for here....about my new design....

and I has a question...What make a soft fog?.....in T3d? and How to make a wall far from the sun after reflection of the light sense of ambiguity?

i461.photobucket.com/albums/qq338/szzg007/cs076.jpgi461.photobucket.com/albums/qq338/szzg007/cs075.jpgi461.photobucket.com/albums/qq338/szzg007/cs074.jpgi461.photobucket.com/albums/qq338/szzg007/cs068.jpgi461.photobucket.com/albums/qq338/szzg007/cs072.jpgi461.photobucket.com/albums/qq338/szzg007/cs070.jpgi461.photobucket.com/albums/qq338/szzg007/cs069.jpgi461.photobucket.com/albums/qq338/szzg007/cs067.jpg
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#1
08/22/2009 (7:56 pm)
I love your work, especially your texturing.

Although I couldn't help but notice that the ship in the background is almost identical to the Assault Carrier in Halo 3 (sans the textures)

..But I'm a complete Halo fanboy, so I'd love to play this ;)
#2
08/22/2009 (9:04 pm)
@Szzg007

When you say soft fog are you meaning something like this?

www.monsterpacks.com/newscreens/screenshot_fog.jpg
If so, the fog is controlled by two separate sections in T3D, one section is in the Levelinfo section, the other is the Skybox section.

Here is the data blocks from the above level. It should give you the info you need:

new LevelInfo(theLevelInfo) {
      nearClip = "0.1";
      visibleDistance = "1800";
      decalBias = "0.0015";
      fogColor = "0.407843 0.415686 0.419608 1";
      fogDensity = "0.005";
      fogDensityOffset = "300";
      fogAtmosphereHeight = "600";
      canvasClearColor = "0 0 0 255";
      advancedLightmapSupport = "0";
         canSaveDynamicFields = "1";
         desc0 = "A blank room ready to be populated with Torque objects.nnGuns, anyone?";
         Enabled = "1";
         levelName = "st_bataMountain";
   };
   new SkyBox(theSky) {
      Material = "JungleSkyline4Mat";
      drawBottom = "0";
      fogBandHeight = "0.55";
      position = "0 0 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      canSaveDynamicFields = "1";
   };

I'm not sure what your second question is, if you could explain it a little more then maybe we can help you out!

Alan

Oh, BTW looking great!
#3
08/22/2009 (9:47 pm)
Looking awesome bud!
#4
08/22/2009 (10:21 pm)
Best title ever :-). I hope that wasn't spit out by some translation program.
#5
08/23/2009 (8:36 am)
@Alan James
Thanks very much..
I just need that.....
I to try now....
thanks.....

@Zoidy...
a u Halo fan? me is halo fan...I has Halo1,2,3 and something model...
and i hope make a desige resemble for halo3...
hehe....
and u has super eye....
that sculpt come from halo2...
#6
08/23/2009 (9:16 am)
@Alan James
this is my question 2.
what make the effect in T3d? what script?
i461.photobucket.com/albums/qq338/szzg007/effect1.jpgi461.photobucket.com/albums/qq338/szzg007/effect2.jpg
#7
08/23/2009 (9:21 am)
@OmegaDog..
u engage me...ok? hehe..I am hehe..

and who can recommendation me to game corp. in singapore?
I am disemployed a...
#8
08/23/2009 (12:43 pm)
That is pretty amazing stuff for someone like you. I absolutely love it.

- Did you also do the enviroments above? i've never seen a game like that one.
#9
08/23/2009 (1:22 pm)
@Szzg007
Yeah, I'm a HUGE halo fan :) it's cool to see that you take inspiration from it. I've been following your work from the first blog, and it all looks great!

As for the 'soft fog': that is the product of a bloom post-processing effect. Basically, when intense light hits a surface, the resulting specular highlights on the surface will glow based on how bright the light is.

I'm not sure how much work has been done on a bloom post-effect in T3D and how much more work will be done on it, but you can activate it by typing the following into the console:

glowpostfx.enable();

though, in order for that to work, you will also have to enable HDR via the following:

hdrpostfx.enable();

Hope that helps! :)
#10
08/23/2009 (1:49 pm)
@Matt
That looks like Frontlines:Fuel of War


Very nice stuff Szzg007!
#11
08/23/2009 (2:13 pm)
@Szzg007: Really nice screens! Keep up the great work!

@OD: "bud" was probably translated as is. :)
#12
08/23/2009 (2:25 pm)
Looking great! Very nice :)
#13
08/23/2009 (3:29 pm)
@Zoidy
Thanks...I to try now....

and thaks Konrad Kiss, Michael Hall, Andrew Hare, Matt young, Thaks ur like my work....
#14
08/23/2009 (3:45 pm)
@Zoidy
glowpostfx.enable();
I has try.....but not effect... ???
can u help?
#15
08/23/2009 (4:20 pm)
make sure you also use..

hdrpostfx.enable();

..else it won't work. If there's still no results, you may need a brighter light source.
#16
08/23/2009 (5:34 pm)
@zoidy.
yes...I has open hdrpostfx.enable(); in T3d
look this...
i461.photobucket.com/albums/qq338/szzg007/cs076.jpg
but that is not my hope effect....
#17
08/23/2009 (5:44 pm)
What version of T3D are you using? I believe HDR and Glow only work with the last few beta builds of T3D.

Does hdrpostfx.enable(); have any effect on the scene at all? It should be adding HDR.

If you're doing all of this correctly and you still can't see the bloom (glow) effect, your light source(s) may too weak for it to work. Just to test it, try making your sun really bright just to see if it makes any bloom effect visible. I'm not sure if or how the HDR/bloom settings are editable.

Edit: Here's an example of bloom in action. Although, in order to get this much bloom, I had to crank the sun brightness up from 1 to 4.
#18
08/23/2009 (7:47 pm)
Iam Torque beta5..in windowsXP SP3...
Nvidio 9650Gs(512)
Inter(R) Core(TM)2 Duo CPU T9300 @2.50GHz
3.00G RAM

I open hdrpostfx.enable(); ...that is effectual...but can't use glowpostfx.enable();
and I think...open hdrpostfx.enable(); and sun brightness up 1.5...
although has bloom ,but I think that is no my think.....that is soooooo bright....can't control.....no good....

and ... thanks...maybe has the other one???
#19
08/23/2009 (8:22 pm)
Well I found some values for HDR in \core\scripts\client\postFx\hdr.cs
These values are as follows:
$HDRPostFX::exposure = 1.1;
$HDRPostFX::gaussianScalar = 1.3;
$HDRPostFX::brightScalar = 1;
$HDRPostFX::brightPassThreshold = 0.4;
$HDRPostFX::gaussMultiplier = 0.3;
$HDRPostFX::gaussMean = 0.0;
$HDRPostFX::gaussStdDev = 0.8;

If you throw them into the console and tweak some of them a bit, maybe you can get the HDR better suited to your scene.
#20
08/23/2009 (8:39 pm)
WO....
THANKS ZOIDY...
I need to try....

thanks...haha....
I like that...haha...thanks....I learning .....
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