What is this effect called?
by Nathan Huffman · in Torque Game Builder · 12/18/2006 (5:37 pm) · 9 replies
...and is there an easy way to pull it off in TGB 1.13?
I'm looking all over for a visual example. I can't remember the last video game or movie I've seen this in.
It's an effect where the sky more/less scrolls upwards, but it has an "enlarging" effect as it gets closer to the top thus making it look like clouds are passing overhead, mostly used in dream/fantasy sequences.
That's the best I can say right now. Any idea? :D
I'm looking all over for a visual example. I can't remember the last video game or movie I've seen this in.
It's an effect where the sky more/less scrolls upwards, but it has an "enlarging" effect as it gets closer to the top thus making it look like clouds are passing overhead, mostly used in dream/fantasy sequences.
That's the best I can say right now. Any idea? :D
#2
It's probably not what you had in mind, but I gave it a shot.

You can download the particle effect for that if you want -- just load it into your default TGB project and it should find the cloud picture okay.
Cheers!
--clint
12/20/2006 (1:37 pm)
Okay, I took a few minutes to experiment with this and see if I could do something like what you were asking for.It's probably not what you had in mind, but I gave it a shot.

You can download the particle effect for that if you want -- just load it into your default TGB project and it should find the cloud picture okay.
Cheers!
--clint
#3

I wanted to accomplish something such as this sky, but imagine if it was animated to appear as if it was scrolling towards you...
Does that make sense even? ^_^
Thanks for the effect, tho. I might use that for somethin' hehe ;)
12/22/2006 (4:07 pm)

I wanted to accomplish something such as this sky, but imagine if it was animated to appear as if it was scrolling towards you...
Does that make sense even? ^_^
Thanks for the effect, tho. I might use that for somethin' hehe ;)
#4
1. Create a simple quad in your 3D package of choice.
2. Map a sky texture to the quad.
3. Scale the bottom verts so you end up with a trapezium (amount scaled will depend on your needs)
4. Use IFL to animate the texture.
5. Export to DTS.
6. Bring into T2D, placing the DTS on the appropriate layer.
Support for animated UVs would be much cooler, though I'm not sure if the DTS format supports that.
12/23/2006 (11:17 am)
Since I'm unaware of T2D natively supporting vertex-level edits on the quads used to display sprites/backgrounds/etc, the quickest way I could think of accomplishing what you need is to use a DTS object. Off the top of my head:1. Create a simple quad in your 3D package of choice.
2. Map a sky texture to the quad.
3. Scale the bottom verts so you end up with a trapezium (amount scaled will depend on your needs)
4. Use IFL to animate the texture.
5. Export to DTS.
6. Bring into T2D, placing the DTS on the appropriate layer.
Support for animated UVs would be much cooler, though I'm not sure if the DTS format supports that.
#5
12/23/2006 (12:46 pm)
Thanks, TLT. I was actually in the process of attempting to do this via DTS. :)
#6
I think it could also be done with particle. But DTS is also a viable way.
12/25/2006 (2:47 pm)
Quote:I wanted to accomplish something such as this sky, but imagine if it was animated to appear as if it was scrolling towards you...
I think it could also be done with particle. But DTS is also a viable way.
#7
12/25/2006 (6:02 pm)
Nathan, don't forget to UV before distorting the quad into a trapezium (alternatively you can alter the UVs after, though the former method would be much much more straightforward). That way you get free keystoning from a regularly-tiling texture flat.
#8
Position the emitter(s) in the middle at the bottom and set their emission direction to straight upwards with variations so it can go from emitter to the upper corners.
Additionally you need to make the particles larger the further up they are, this should give a strong feeling of clouds approaching you.
01/07/2007 (10:31 am)
Using particle wouldn't even be hard.Position the emitter(s) in the middle at the bottom and set their emission direction to straight upwards with variations so it can go from emitter to the upper corners.
Additionally you need to make the particles larger the further up they are, this should give a strong feeling of clouds approaching you.
#9
01/08/2007 (6:08 am)
Hmmm.... It'd be interesting if we could rotate layers in 3D space. Then something like that would be super simple and would open up the way for a whole lot of other nifty effects.
Torque Owner Clint Herron
You may also want to not move the clouds upwards linearly, but in more of a curve to give a 3D effect.
Not sure how well it would play out, but you may even be able to do this with particle effects. Yeah, I think you probably could -- it would be similar to the bubbles effect in the TGB Fish Demo, with clouds instead of the bubbles.