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  Awesome menu scene... yet to build ^^  (Read 1301 times)
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Offline Amos Wenger

Senior Duke




Everything's possible, but not everything's fun...


« Posted 2006-10-21 14:59:12 »

In the game we (understand : MagicSpark.org team) are working on, we want to make a menu scene with scrolls (parchments, http://www.magicspark.org/forum/index.php?action=dlattach;topic=470.0;attach=367;image) that are arranged in a sortof bookcase, and they are unfolded and screen-aligned when you click on them (each scroll is a menu item). Some Cal3D models will do the trick for scrolls, and an OBJ for the bookcase, so no problems for that.
Now the trickier part is lighting and materials.. We want to have a candle which enlighten the scrolls. So far, a pretty candle model has been realized (http://www.magicspark.org/forum/index.php?action=dlattach;topic=470.0;attach=369;image).
But we could 1. use a particle system to simulate a flame or 2. use a transparent 2D animated texture...
I don't know what would give the best result but for 1, I'd have to digg JavaCoolDude's work and clean it up (as I said I would do so a long time ago, isn't it DP?  Cheesy ).
For 2, is the work you (Yuri) intended to do (copy-to-texture) concerning this issue ? As far as I know I could either :
- Create several shapes with the candle geometry and corresponding textures and alternate them in a Group (group.setChild(shapes.get(i)); i++ each frame)
- One shape with several appearances alterned
- One shape, one appearance, different Texture2D objects
- Modify the Texture2D object directly... maybe a 3D-array of bytes would be used to store image data (2D for pixels + 1D for time)

What do you think ? Maybe you find there are not so much questions here but 1. you know what I/we (MK team) am/are working about, and 2. you can criticize my weird coder practices (so I get less hackerish) and 3. huh.. maybe it gives motivations to core developers to know that actually there are users and they're trying to do great things with Xith3D (it's long, I admit but that's just my fault).

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Marvin Fröhlich

Senior Duke




May the 4th, be with you...


« Reply #1 - Posted 2006-10-21 15:39:49 »

The links point t resources in your forum, but without a registration you can't seem to view them. Could you please move them to a place, where we can access them.
Offline Amos Wenger

Senior Duke




Everything's possible, but not everything's fun...


« Reply #2 - Posted 2006-10-21 15:44:40 »

sorry, now attached to this post.

btw, thank for having mentioning that.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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Offline Yuri Vl. Gushchin

Senior Duke




Speak Java!


« Reply #3 - Posted 2006-10-21 15:58:11 »

Hi,

Quote
1. use a particle system to simulate a flame or 2. use a transparent 2D animated texture...

3. Use multiframe 3D texture animated by manipulating Z texture coordinate - will give you very nice animation with smooth (interpolated) frame-to-frame transitions. Look at Texture3DCoordTest (if I remember correct - I can not check at the moment because of tests in xith-tk seem to be broken...)

You will definitely need RTT or CTT if you want multiple synchronous flames in your scene (but they will look too synthetic, I think) (OK, you may have 5-10 asynchronous, but this makes sense only if you have hundreds on them in the scene).
Particle-based frames look too synthetic for me, too.
Pure software calculation of flame frame-by-frame in realtime is complicated and I think makes no sense.

Yuri

Yuri Vl. Gushchin
JProof Group
Offline Amos Wenger

Senior Duke




Everything's possible, but not everything's fun...


« Reply #4 - Posted 2006-10-21 16:44:23 »

3. Use multiframe 3D texture animated by manipulating Z texture coordinate - will give you very nice animation with smooth (interpolated) frame-to-frame transitions. Look at Texture3DCoordTest (if I remember correct - I can not check at the moment because of tests in xith-tk seem to be broken...)
Seems great, but does 3D texturing works on cheap graphic cards ? I'll check the Texture3DCoordTest.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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