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Re: REALLY advanced sky system...possible? [Re: Matt_Aufderheide] #89800
09/25/06 05:29
09/25/06 05:29
Joined: Apr 2005
Posts: 95
San Francisco
TheStonerunner Offline
Junior Member
TheStonerunner  Offline
Junior Member

Joined: Apr 2005
Posts: 95
San Francisco
Care to put that back in? :-) Or at least release that version along with the final one? I'm not sure I'd really use it, but it'd be nice to have.

Re: REALLY advanced sky system...possible? [Re: TheStonerunner] #89801
09/25/06 09:50
09/25/06 09:50
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
what does anyone need such an advanced sky system for ? Who is looking at the sky while playing their games ? Most people wont even notice any of the sky effects , and if they do , they'll just say , thats pretty koo , and never pay attention to it again . LOL , Why waste so much time and effort implementing a system no one is gone care about ?

Btw , all that stuff can be done with models , sprites , and scripting , but it seems like a lot of work for what it is , A good skycube is good enough IMO.

Last edited by Why_Do_I_Die; 09/25/06 09:51.
Re: REALLY advanced sky system...possible? [Re: Why_Do_I_Die] #89802
09/18/07 16:31
09/18/07 16:31
Joined: Sep 2007
Posts: 36
Spain
Bahamut Offline
Newbie
Bahamut  Offline
Newbie

Joined: Sep 2007
Posts: 36
Spain
Umm, i am interested in this, is someone coding a DLL for the HDR?

Those screens from SkySystem2 up there doesn't really look good IMO.
It may be the textures... i don't know


Working in a RPG
Re: REALLY advanced sky system...possible? [Re: Bahamut] #89803
09/19/07 01:03
09/19/07 01:03
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Exile, you can achieve all that you want with common elements like sprites, textures and scripting (dont have a demo level anymore..)with sunbeams/clouds as alpha sprites in conjunction with a good sprite managment system fading and opaquing on demand (seriose sam comes to mind here)and flare scripting for the direct to sun effects etc.

Re: REALLY advanced sky system...possible? [Re: exile] #89804
09/19/07 09:37
09/19/07 09:37
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
in Enchanted Arms have that effects?
Not in xbox360?
only in ps3?

the sky I see in xbox360 is can be possible in gamestudio
The xbox360 is a **** when I can, I sold

Last edited by Felixsg; 09/19/07 09:45.
Re: REALLY advanced sky system...possible? [Re: Felixsg] #89805
09/21/07 10:19
09/21/07 10:19
Joined: Sep 2007
Posts: 36
Spain
Bahamut Offline
Newbie
Bahamut  Offline
Newbie

Joined: Sep 2007
Posts: 36
Spain
I dont know about Xbox360 but people say it is very good, but i played PS3 and i am impressed sometimes! hehe (there are good games but there are bad games too)

And does someone know where can i find a tutorial for a very very good skysistem like Nemisis says? I think gamestudio is very powerfull if you know how to code.

I wish i could export games to console like in torque


Working in a RPG
Re: REALLY advanced sky system...possible? [Re: Bahamut] #89806
09/21/07 13:51
09/21/07 13:51
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: REALLY advanced sky system...possible? [Re: ello] #89807
09/21/07 16:35
09/21/07 16:35
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
I think this is a Very Interesting Video for "How to make Volumetric Clouds"

http://www.ofb.net/~eggplant/clouds/CloudsInGames_NinianeWang.mpg

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: REALLY advanced sky system...possible? [Re: rvL_eXile] #89808
09/21/07 16:56
09/21/07 16:56
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
i hope someone proves me wrong, but i dont think 3dgs is capable of that (so damn nice thing)! at least not at acceptable framerates

Re: REALLY advanced sky system...possible? [Re: Why_Do_I_Die] #89809
10/03/07 21:07
10/03/07 21:07
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

what does anyone need such an advanced sky system for ? Who is looking at the sky while playing their games ? Most people wont even notice any of the sky effects , and if they do , they'll just say , thats pretty koo , and never pay attention to it again . LOL , Why waste so much time and effort implementing a system no one is gone care about ?

Btw , all that stuff can be done with models , sprites , and scripting , but it seems like a lot of work for what it is , A good skycube is good enough IMO.




This is an ignorant and pointless comment... Its very easy to notice that a sky cube is just a static texture on a box.. realistic skies need to be dynamic, unless you assume there is no wind, no time of day, and that weather never changes. This was fine in Doom, but not anymore for most games of any complexity.

Clouds and so on are not flat, they are three dimensional like everything else...

So, for a realistic sky system, one should have methods to create dynamic clouds or different types, like cirrus and cumulus. There should be an atmospheric lighting system as well. One should be able to change the weather and time of day at will.


Sphere Engine--the premier A6 graphics plugin.
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