Thank you.
Vertical dirt shadow?
Débuté par
rjshae
, oct. 01 2013 05:57
#1
Posté 01 octobre 2013 - 05:57
Does anybody know if there is a 'vertical dirt shadow' placed effect available? Particularly a volumetric effect for use on uneven surfaces. In a few instances I'd like to be able to do a smoke-stained wall to indicate that a flame source has been in place for a lengthy period.
Thank you.
Thank you.
#2
Posté 01 octobre 2013 - 06:36
I don't think there is one, but one would not be hard to create a vertical dirt shadow as it would just be a copy of the effect with a changed orientation. Don't know for volumetric.
#3
Posté 05 octobre 2013 - 03:17
It worked! The vertical dirt shadow is on the right. It looks like I'll need to make X and Y orientated versions. Thanks.
#4
Posté 05 octobre 2013 - 06:13
Thats a very good effect. I made a large one a little while back this one is more useful.
Did you need volume in the end? I think not sine the wall effects are smooth?
PJ
Did you need volume in the end? I think not sine the wall effects are smooth?
PJ
Modifié par PJ156, 05 octobre 2013 - 06:14 .
#5
Posté 05 octobre 2013 - 02:18
The effect is just the same as the horizontal dirt shadow with the billboard rotated 90 degrees. I just moved it out horizontally until I got the look I wanted. However, it might not work as well with the uneven surface of a cave wall or a mine.
I uploaded a copy here if you want to experiment.
I uploaded a copy here if you want to experiment.
Modifié par rjshae, 05 octobre 2013 - 03:41 .
#6
Posté 08 octobre 2013 - 10:11
I've been experimenting with projected textures instead of billboards, since they don't require flat surfaces. I modified the bloodstain textures in the game to replace the black surrounds with white, so they can be multiplied with the surface textures they're projected onto. That allows you to lay down bloodstain effects that conform to uneven surfaces, such as external terrain.
I lerped the texture size slowly so that blood stains first appear to spread out slowly along the ground, then reverse and contract again as it soaks in and eventually disappears. A customised version of the standard death script applies the location-based effects to the ground when something that can bleed dies (it checks the blood type in appearance.2da). It's quite eerie watching a blood stain slowly spread out from something you've just killed.
You can add (instead of multiply) projected textures with black surrounds, but that tends to alter the colour of the blood, and makes it glow in the dark (which although great for the blood of magical beasts, looks odd when it came from natural creatures or humanoids). Multipliying the textures together preserves the blood colour and stops it glowing, but requires a white texture surrounding (or you get a dark rectangle around the texture).
I experimented with projected textures for vertical surfaces last night, and found that they work great - except you need one for each cardinal direction (north, south, east, west). Trying to apply a north-projected texture on a wall that faces east or west results in a long rectangular smear.
Now I've got blood stains I can project onto walls, or indeed any placeables. You have to make sure the effect is very close to the wall though, because if the player walks between the effect origin and the direction it projects in, they get covered in blood themselves!
I lerped the texture size slowly so that blood stains first appear to spread out slowly along the ground, then reverse and contract again as it soaks in and eventually disappears. A customised version of the standard death script applies the location-based effects to the ground when something that can bleed dies (it checks the blood type in appearance.2da). It's quite eerie watching a blood stain slowly spread out from something you've just killed.
You can add (instead of multiply) projected textures with black surrounds, but that tends to alter the colour of the blood, and makes it glow in the dark (which although great for the blood of magical beasts, looks odd when it came from natural creatures or humanoids). Multipliying the textures together preserves the blood colour and stops it glowing, but requires a white texture surrounding (or you get a dark rectangle around the texture).
I experimented with projected textures for vertical surfaces last night, and found that they work great - except you need one for each cardinal direction (north, south, east, west). Trying to apply a north-projected texture on a wall that faces east or west results in a long rectangular smear.
Now I've got blood stains I can project onto walls, or indeed any placeables. You have to make sure the effect is very close to the wall though, because if the player walks between the effect origin and the direction it projects in, they get covered in blood themselves!
#7
Posté 08 octobre 2013 - 10:40
That would probably be especially useful for concave wall surfaces. In a vertical orientation it might also be useful for bowls or baths.
#8
Posté 13 octobre 2013 - 10:28
I've been busy converting my projected blood stains for walls, and they're coming along well. I'll release them all once I've finished. I've also found a few bloody hand print/smear images, which look quite creepy projected onto walls. I might create some bloody footprint effects for floors as well (boot prints and paw prints), as well as non-bloody ones for use as normal tracks.
Modifié par DannJ, 13 octobre 2013 - 10:29 .
#9
Posté 13 octobre 2013 - 10:45
I DL'd the dirt shadows thanks,
Used them quite a bit already
PJ
Used them quite a bit already
PJ





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