I need a light halo texture
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I need a light halo texture
I need a texture to create this spiked halo around bright lights. Shouldn't be too hard to do. 512x512 preferred, with decreasing alpha towards the outer regions of the halo. Anybody?
- DarkFlameWolf
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- DarkFlameWolf
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- Shadowfury333
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I don't know either, but I just googled for "bloom opengl" and found this as first result:Diedel wrote:Because I don't know how to do that.
http://harkal.sylphis3d.com/ ... bloom-for-hdr-rendering/
It contains no code, but it describes an impressive bloom technique, so at least it's a start.
edit: I recreated the technique in Photoshop and used it on some images from your worklog.
You'd have to render the Bloom before the HUD, of course.
- DarkFlameWolf
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- Shadowfury333
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Well, you would have to set a rather high brightness threshold for the blooming. To be perfectly honest, I only suggested it because it would be soft-coded, but I was rather worried about it being overdone. I've seen several games use this effect and only Company of Heroes comes to mind as one that did it right.Diedel wrote:Actually I think it would be sufficient to stick a corona on the brightest lights. That would look better than the overly bright bloom demo pics posted above.
Shadowfury,
if I wanted to do this, I'd either have to render the current frame to a texture (fast) and disable shadows (ATI doesn't support stencil buffering w/ render to texture), or grab the frame from the frame buffer (slow).
Then I'd have brightness filter it, downsample it, up-sample, blur and render it over the frame several times.
Performance? D'uh.
Coding? More d'uh. It's a plain PITA to find good coding examples for any kind of gfx programming on the inet. The stuff is either so advanced and complete (entire rendering engines) that it's a major task to dig through it, or so imcomplete that it takes me weeks to get everyting together from experimentation and bits of information from several sources. I am just not such a gfx coding pro that I could pull this out of my sleeve in a day (or even a week).
if I wanted to do this, I'd either have to render the current frame to a texture (fast) and disable shadows (ATI doesn't support stencil buffering w/ render to texture), or grab the frame from the frame buffer (slow).
Then I'd have brightness filter it, downsample it, up-sample, blur and render it over the frame several times.
Performance? D'uh.
Coding? More d'uh. It's a plain PITA to find good coding examples for any kind of gfx programming on the inet. The stuff is either so advanced and complete (entire rendering engines) that it's a major task to dig through it, or so imcomplete that it takes me weeks to get everyting together from experimentation and bits of information from several sources. I am just not such a gfx coding pro that I could pull this out of my sleeve in a day (or even a week).
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- Shadowfury333
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Is that the research site I mentioned, or is this something else?Diedel wrote:Hm. I have dug up a nice free soft shadow renderer on the inet recently. If I manage to integrate it into D2X-XL, you are all up to a big, pleasant surprise. That thing is a complete renderer with particle engine and everything.
Also, for the Bloom, why would you need to down/up-sample the image, or render the blur multiple times?
Good point.DCrazy wrote:Yeah, and light refraction due to humidity.
I realise that it may not always be easy to be completely sure what you're asking for, but at least consider before asking for features; how would it be done?
In the case of light distortion due to radiant heat, that's not only a technically difficult effect to implement (even Oblivion doesn't have it), it also relies on data that isn't there - that is, how hot the area is and where the heat is coming from.
Thus you'd need to precalculate that from the level geometry and presence or absence of lava... seriously, it'd be quite a mission.
Just remember, Diedel is not doing this for a job and is unlikely to consider features that are extremely time-consuming.
Well, if you wanted a quick and dirty way to do light coronas, I might suggest somehow hijacking Descent's sprite-rendering abilities for power-ups to support putting a sprite near a light. It would be like putting a shield orb next to a light fixture.
But blooming and HDR is definitely the way to go if you have the skills and time. The difference is night and day.
But blooming and HDR is definitely the way to go if you have the skills and time. The difference is night and day.
Listen ppl,
what you actually want is a game engine with all the bells and whistles of today's gfx. That's something I just cannot do, because I lack the time.
If win a lot of money in a lottery, I will spend a few million euro bucks on creating such a game just for my pleasure (and it will have mouselook (toggleable) ) ...
what you actually want is a game engine with all the bells and whistles of today's gfx. That's something I just cannot do, because I lack the time.
If win a lot of money in a lottery, I will spend a few million euro bucks on creating such a game just for my pleasure (and it will have mouselook (toggleable) ) ...
- DarkFlameWolf
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You can use the increased cube count and extra features to build a great singleplayer mission that just offers bigger environments, you don't need to go overboard with tiny details and what not.
LOR was a fun project to show what can be done with D2X-XL, if you want to. Nothing else. Think of it as a tech demo. Alright? You have said often enough that you don't like LOR. Can we leave it at that now?
Apart from that, I love the D2 gameplay as much as I dislike D3's gameplay. D3 is an unbalanced and ugly game for me. If I could, I would create a modern D2-like game with the exact D2 gameplay and graphics that would make everybody pea their pants with excitement.
What D2X-XL definitely does not try is to recreate D3.
LOR was a fun project to show what can be done with D2X-XL, if you want to. Nothing else. Think of it as a tech demo. Alright? You have said often enough that you don't like LOR. Can we leave it at that now?
Apart from that, I love the D2 gameplay as much as I dislike D3's gameplay. D3 is an unbalanced and ugly game for me. If I could, I would create a modern D2-like game with the exact D2 gameplay and graphics that would make everybody pea their pants with excitement.
What D2X-XL definitely does not try is to recreate D3.
In other words the D3 coronas? They were respectable.Kyouryuu wrote:Well, if you wanted a quick and dirty way to do light coronas, I might suggest somehow hijacking Descent's sprite-rendering abilities for power-ups to support putting a sprite near a light. It would be like putting a shield orb next to a light fixture.
Edit: Just realised there may have to be a significant difference. D3 dumped coronas on the middle of a face. It worked because that's how the lights worked.
There are some light textures in D2 which consist of two lights on a 20x20 face. Clearly the same strategy will not work, or the glare will be coming from... rock. Which doesn't make a lot of sense really.
Easiest solution I can think of - more data. For each texture just store the number of coronas and their UV positions on the texture. Probably not that technically difficult.
Or actually place them one-by-one. Not all lights need coronas, after all. That would be the most flexible solution, albeit perhaps tedious to do.
It's not strictly a sprite like the power-ups are because you will likely want to take into account distance from player (coronas typically get larger the farther away you are) and if there are any obstructions (coronas usually fade out or disappear if they are behind something).
What I propose is essentially the way Descent 3 and Unreal Tournament do coronas.
It's not strictly a sprite like the power-ups are because you will likely want to take into account distance from player (coronas typically get larger the farther away you are) and if there are any obstructions (coronas usually fade out or disappear if they are behind something).
What I propose is essentially the way Descent 3 and Unreal Tournament do coronas.
- DarkFlameWolf
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*pounces Kyouryuu*
I'm still slowly working on my Descent 2 campaign, I've decided to shorten it a bit, but its much easier now that I can just simply set light textures anywhere and just let the editor do the shading for me. Its great, makes things so much faster. Just need to come up with some nice level designs, that's the hardest part.
I'm still slowly working on my Descent 2 campaign, I've decided to shorten it a bit, but its much easier now that I can just simply set light textures anywhere and just let the editor do the shading for me. Its great, makes things so much faster. Just need to come up with some nice level designs, that's the hardest part.
- DarkFlameWolf
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