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Terrain hugging vfx.


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#1
kamal_

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An example of a terrain hugging vfx. This allows you to do things like apply dirt to uneven terrain. You could also use it write on terrain, for instance to put city names on an overland map to make them even more map-like There is a sample vfx included, the font used in the sample is killigraphy, the font I used for Crimmor's readme (http://www.dafont.com/killigraphy.font). http://neverwinterva...writing-terrain

 

terrain_writing_1.jpg

 

terrain_writing_2.jpg


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#2
4760

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I'll most certainly use it in my campaign! Thanks kamal.



#3
rjshae

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A good find! This raises all kinds of interesting possibilities. I wonder though how much of a performance hit it imposes?



#4
kamal_

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A good find! This raises all kinds of interesting possibilities. I wonder though how much of a performance hit it imposes?

My guess is that it's acceptable. The base fx is the vfx effect applied to creatures on the SoZ overland map, so the stock game already uses this on moving objects. I changed the blending from additive to multiplicative (or the other way round) to keep the text truer to the look of the image file.


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#5
Tchos

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It's also how the standard targeting circles and area transitions are done, as well as the blood splatter placeable VFX.



#6
Dann-J

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There are lots of other projected texture effects in the game, like the web spell effect, the cave light beams, and the SoZ dappled (and animated) light beams that simulate light shining through tree cover.


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#7
Tchos

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So, it shouldn't really be a concern for performance.



#8
Dann-J

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I imagine any performance hits would be related to the size of the texture being projected.

 

I wonder if projected textures utilise mipmaps? If so, then performance hits would be minimised using the DDS format. I'd probably avoiding projecting ginormous TGAs though.