new day/night-change test-level

Posted By: Loopix

new day/night-change test-level - 03/22/06 15:43

I recently made a test-level that shows the use of background-and fogcolor fadings to achieve a decent day-to-night change. It also includes dynamic sun/moon and a lensflare effect and...a nice multitexture-terrain-shader.
The here shown method is suited for large outdoor levels that need a close clipping for higher fps count.

Of course there are many things to improove and I would be happy to hear from you how! As you know, I'm only able to do some kind of pseudo-scripting...ready for you to rework and post here

Credits go to Thorsten Kunze (terrainshader), Alexander Esslinger (lighting in terrainshader), Psionic (dwarf-model) and David Lancaster (modified template6 lensflare-script and flare pictures).

Note: Needs at least version 6.4... because of chunked terrain.

DOWNLOAD HERE (8 mb!)




Posted By: sPlKe

Re: new day/night-change test-level - 03/22/06 16:18

thats simply amazing...
fine thing is that this code can easily be changed...
and fitted...
Posted By: Hellcrypt

Re: new day/night-change test-level - 03/22/06 16:46

I get an error loading the hmp

Edit: oops din't read it was for 6.4. heh now it work. Very good job
Posted By: Pappenheimer

Re: new day/night-change test-level - 03/22/06 16:53

Wow!
Posted By: sPlKe

Re: new day/night-change test-level - 03/22/06 19:09

ive tested the code, and it works with 6.3 aswell if you remove the terrain line and code a little around it. ill use that in my game, i dont use terrain but it works anyway...
Posted By: frazzle

Re: new day/night-change test-level - 03/22/06 19:51

Nice work Loopix, that's really
a great job you did there.
I'll surely use this in my project

Thxn

Frazzle
Posted By: Loopix

Re: new day/night-change test-level - 03/22/06 19:59

I'm glad you like it Yes...my coding should be very easy to understand and adapt to your own needs...actualy anything that escapes my brain can't be hard to understand
Posted By: StarViper

Re: new day/night-change test-level - 03/22/06 22:27

Looks great from the screenshots, but can a 6.4 user publish this for us non-6.4 users so we can see the full glory?
Posted By: GhostwriterDoF

Re: new day/night-change test-level - 03/23/06 21:29

WoW Loopix, this is a great contribution, many thanks.

It can be used in a lot of ways.
Posted By: Hellcrypt

Re: new day/night-change test-level - 03/23/06 22:19

A bug i noticed is when you look at the sun directly it kind of flickers.
Posted By: Loopix

Re: new day/night-change test-level - 03/23/06 22:27

NEVER look at the sun without wearing sunglases ...no honestly, I don't know how to fix this. Glory to the one who will do it
Posted By: Lion_Ts

Re: new day/night-change test-level - 03/23/06 22:31

Thank you, Loopix. Your work is good as well. And allways usefull
Posted By: Nicolas_B

Re: new day/night-change test-level - 03/24/06 16:41

wooow... very niiiccceee.
thanks for the very beautiful contribut

gg Nicolas
Posted By: Joozey

Re: new day/night-change test-level - 03/24/06 18:19

neat sun =)
Posted By: XNASorcerer

Re: new day/night-change test-level - 03/24/06 18:27

Beautiful!!!!!!!!!
Posted By: VPrime

Re: new day/night-change test-level - 03/25/06 19:01

is there any way some one could compile thsi for me? I dont have 3dgs any more and would really like to see this ...
screen shots look great though.
Posted By: Loopix

Re: new day/night-change test-level - 03/25/06 21:51

Ok...here is a compiled version: DOWNLOAD COMPILED VERSION
Posted By: VPrime

Re: new day/night-change test-level - 03/26/06 02:16

wow that was amazing! great work!
Posted By: beegee

Re: new day/night-change test-level - 03/26/06 07:45

Really fantastic!
Thanks to this, because I'm so poor in making skys,day,night.

Regards,
beegee

------------------
GenuineMotors.de
Posted By: Pappenheimer

Re: new day/night-change test-level - 03/26/06 17:50

Thanks for making a compiled demo!

Just had a look into it! Looks wonderful!

One suggestion, when you place a sky entity like the moon additionally for the sun as well, then the sun's appearence and disappearance would be less suddenly.

The fps is very low. I have heard that limiting the framerate can help. For instance:

fps_max = 30;
fps_lock = on;

I didn't test it myself, yet.
Posted By: Loopix

Re: new day/night-change test-level - 03/26/06 21:40

Thank you all for the nice words

@Pappenheimer: Very good suggestion...I will add that for sure. Thanks! The level runs with 70-120 fps on my machine (x800)...what are your specs???

And now a little advertising for A6 (hoping that JCL will notice and give me the pro-upgrade for free ) : I'm ever again suprised about the nice effects that can be done with A6...even by an absolute c-script analphabet
Posted By: Pappenheimer

Re: new day/night-change test-level - 03/26/06 22:42

Sorry, fogot to mention that:

X300 SE.
Posted By: Soulzero

Re: new day/night-change test-level - 03/27/06 01:36

Wow... This is some nice work.
Posted By: Grimber

Re: new day/night-change test-level - 03/29/06 01:23

Nice to see your still working on your day/night sky system
I do have to agree with Pappenheimer, it has a frame rate issue.
movement of entities and transtions have noticable 'jerking'

with a background running thing like a sky system it needs to have as little impact on performace as possible.
Posted By: gedimaster

Re: new day/night-change test-level - 04/14/06 18:32

hi, that's a great demo but i can't get it to compile as well. i'm using 6.4 commercial. the level builder kept complaining that the "W066: surfaces are too big to be shaded..." and it takes forever to compile...

which surfaces? i even tried replacing the terrain with a simpler model but the same error still pops out.

can anyone help? thanks in advance.
Posted By: Pappenheimer

Re: new day/night-change test-level - 04/14/06 20:41

Loopix posted a compiled version in this thread as well!
Posted By: gedimaster

Re: new day/night-change test-level - 04/15/06 01:32

i'd like to build the level and test out the scripts, not so much just to run the demo.

has anyone come across the same problem or successfully built the level?
Posted By: gedimaster

Re: new day/night-change test-level - 04/15/06 09:55

hi, i manage to build the entire level finally but strangely the frame rate crawls like 0.00000x fps.

i'm using a GF 68xx on a 2Ghz centrino with 1.5GB ram. most things run well on my notebook...

is there anything i can do to speed up this compile?
Posted By: Loopix

Re: new day/night-change test-level - 04/15/06 11:36

I'm sorry...it must be bad scripting from my part (I'm just not able to do proper scripting ) I would also love to see someone fixing my code and post it here...so that it will run smoth.
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