Razorwing's Ice
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05-14-2009, 04:28 PM,
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Razorwing's Ice
I've created an ice layer model, intended to be used in chilly parts in Silgrad Tower. -Here is a video- of it. The screenshot doesn't really do it justice, since it doesn't convey the reflection and refraction.
Ever looked into a block of ice while passing by it and noticed how weird it looks? I did that a few months ago. It's almost as if the top of the ice is moving more slowly than the bottom part of it is, similar to the effect of looking out of the window of a moving car where the stuff at the horizon looks like it's moving more slowly than the street next to the car. I wanted to emulate this effect and figured a good way of doing it would be to stack a few transparant surfaces on top of one another. I like to think it worked out even better than I had thought Walking across this ice is definitely a different feeling than walking across usual landscape. I experimented with a lot of techniques like hilights (the glass effect) and environment maps (advanced reflection), but they detracted from the effect of the transparancy. This is the solution I decided looked best for what I wanted to achieve. There is one slight problem, as you can see -in this image-. The sheets of ice don't tile very well, and these weird effects show up along the edges of sheets placed next to one another. Undoubtedly it's related to the transparancy. I don't think it's a huge problem, I made three different sizes of the sheets, but it would be nice to know that should one wish to mod a large, frozen lake several cells large then one can do so without these graphical glitches. Is anyone familiar with the bug and know how to solve it? (The sheet is made up of six layers that all have 4845 transparancy flags.) The textures are freeware that I found on the Spiral Graphics site.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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05-14-2009, 05:29 PM,
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One comment: :pop:
:applause: |
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05-14-2009, 06:12 PM,
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RE: Razorwing's Ice
Quote:Originally posted by RazorwingI think that hair meshes have some sort of triangle sorting to avoid such a bug, I think it might be a Material Setting name. Of course, the mesh has to be built in such a way to facilitate proper sorting, but I believe the problem is solvable. I don't fully understand it myself though, so I'll point throttlekitty in this direction as he has more knowledge on this kind of thing than I do. |
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05-14-2009, 06:55 PM,
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Marvellous! You must, however, get the most out of it though. If you can somehow get the ice sheet to crack in places when you walk over it then you can have the player fall into a special water type that saps your health. It would be great to also have the experience of being trapped by ice, if that's possible (but not in RL =)), or to be forced to swim underwater to some form of safety point i.e. an underwater cavern. In other words, the player would need some way of escaping it for it not to be annoying.
I know the idea regarding the water type is dead easy because I did the same sort of thing with BM recently but is the idea of having a proper 'layer' that is capable of cracking in places doable?
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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05-14-2009, 08:08 PM,
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TheImperialDragon: Thanks
nick_op: That's interesting to know! If it's because of triangle sorting, wouldn't it be odd that the glitch only appears very near the edges even though the sheets are just two faces per layer? It'll be interesting to see what information throttlekitty might share with us Ibsen's Ghost: It's impossible to make cracked ice with the technique I'm using since it only looks threedimensional from the top and bottom. In theory one could make a hole in the ice through assembling the small sheets in a tileset fashion and covering the sides with snow boulders to allow the player to swim under the ice. There's a few Jeral Mountain rocks that could do the trick. Currently I wouldn't advise trying to tile the sheets due to the graphical glitch I mentioned. Or one could have a modded cave with a secondary exit that leads to the underside of a frozen lake, with no way to reach the surface other than going back into the cave. If that's coupled with constant damage from the cold water I think it could be a rather nice challenge in an adventure.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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05-14-2009, 09:39 PM,
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Great Job RW
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05-14-2009, 10:28 PM,
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Here's what throttlekitty had to say:
Quote:Originally posted by throttlekittyAnd also this: Quote:Originally posted by throttlekitty Ibsen's Ghost: I like the idea of the ice cracking - it's certainly doable. It would require a new mesh, of course, but there's no real complexity involved. |
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05-14-2009, 10:44 PM,
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Thanks, nick_op! It depends on whether RW is interested in such an effect, I guess.
Personally, it's got me thinking about whether creating something like quicksand for BM would indeed prove possible....
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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05-14-2009, 10:56 PM,
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Hahaha, that's a neat icy effect you got there. Looks really good.
@ Ibsen - Quicksand, eh? Hmmm, might be possible. What you might could do, is sculpt the landscape to have some deep pockets, then cover the pockets on the top with a "quicksand" texture on a flat or slightly bumpy mesh. You could try to make actual water in those pockets, by selecting the cell to have water, and maybe add a dark, opaque water shader so the player can't see below water. Have a trigger collision box/mesh at the bottom of the pocket, underwater, that kills anything that touches it. Then have a script that slowly pulls the player downward on the Z-axis (vertical axis), so that the player has to struggle to stay above water and not sink too deep, else they die. Or you can omit the trigger collision, and just use the script to pull them down, while depending on the "underwater oxygen meter" to run out to kill them. Heck, you can make it so heavier armor and inventory pull you down faster in the quicksand.... just some thoughts. Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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05-14-2009, 11:01 PM,
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Wow! So it's possible and highly adaptable then....? Perhaps this is something we should explore. Anyway, probably best not to hijack RW's thread here with our discussions on this matter unless RW is okay with it....
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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