Game Atmosphere Effects

  • Thread starter Thread starter Goliath
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Goliath

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Hello there!

I´m trying to create diferent atmospheres in OpenBor like fog or rain effects. I achieve to create a realistic Fog Effect but would like to hear from people also interested on this what are his methods or how they do weather or atmosphere changes on games.

I´l explain my fog method:

It consist on two panels a and b, both uses alpha 6 (50% opacity):

Panel a moves right and up at defined velocity, when reaches certain altitude inverses direction and speed, and again when reaches certain altitud inverses to first movement creating a loop.

Panel b does the same as panel a but the opposite starts moving left and up, and reached certain altitud inverses velocity and direcction.

Result:
TatteredAfraidEagle.gif


Feel free to post your own methods!
 
O Ilusionista said:
Nice effect. I think you could use drawmethod to simulate the "water effect" (raster effect), the result would be cool.

How you do that?
I see there is watermode property on drawmethod but don´t know how to activate it.

erf_beto said:
that's cool effect!
Have you tried looping the left and right panels at a different rate, so it looks less symmetric?

No, but I´ll try it.
 
masterderico has implemented couple game atmosphere effects in his Jennifer mod. you can immediately feel dark atmosphere when playing that mod :)

My eyes hurt a bit when entering bright (normal) stage though :)
 
Use this in animation and change wavetime on each frame

Code:
@cmd changedrawmethod getlocalvar("self") "reset" 1
	@cmd changedrawmethod getlocalvar("self") "enabled" 1
	@cmd changedrawmethod getlocalvar("self") "watermode" 2
	@cmd changedrawmethod getlocalvar("self") "amplitude" 5
	@cmd changedrawmethod getlocalvar("self") "wavespeed" 1
	@cmd changedrawmethod getlocalvar("self") "wavelength" 25
	@cmd changedrawmethod getlocalvar("self") "wavetime" 0
	frame data/chars/misc/flamedrg.png
	@cmd changedrawmethod getlocalvar("self") "wavetime" 10
	frame data/chars/misc/flamedrg.png
	@cmd changedrawmethod getlocalvar("self") "wavetime" 20
 
About create fog: Continuous here, I started consulting in the thread "Sinusoid Motion via Script".
http://www.chronocrash.com/forum/index.php?topic=1900.msg28968;topicseen#new

i create a entity type none, and move slow this entity to the right,  this look great.
But the problem is the fog soon or later goes out of the screen.

Bloodbane says:
Well, spawn another one then :). You can use infinite spawner to spawn fog again if one has moved far enough.


How I can do this?
 
Just like this:

name         FogSpawner
speed         10
type         panel
load          Fog

anim idle
loop 1
delay 1
offset 1 1
        spawnframe 1 400 200 0 1
        custentity Fog
frame data/chars/misc/empty.gif
delay 300
frame data/chars/misc/empty.gif

This FogSpawner will spawn Fog 400 pixels to the right at z = 200 every 3 seconds
You can modify spawnframe parameters and delay value to suit your need :)
 
Thanks my friend!

About this:
You need to use bgspeed to do that and set relative speed in fglayer command (last parameter). To 'prevent' background from moving, make a clone of background with bglayer

Can you give me a example of the level with every sets, to understand better how do it?
 
Here's and example from D&D mod we're working on:

background data/bgs/town3/deserted.gif
panel data/bgs/town3/deserted.gif
fglayer data/bgs/town3/fg.gif 10 0 0 0 0 0 0 -1 1 1
fglayer data/bgs/swamp/mist.png 20 0 0 0 -60 0 0 -1 1 1 1 0 0 0 0 -0.7
fglayer data/bgs/swamp/mist2.png 22 0 0 0 -40 0 0 -1 1 1 1 0 0 0 0 -1.05
fglayer data/bgs/swamp/mist.png 24 0 0 0 40 0 0 -1 1 1 1 0 0 0 0 -1.4
order         a
bgspeed 1

In this example, panel graphic is big enough to cover the screen so bglayer isn't needed. Since background is covered by panel, you can set bgspeed without 'moving' the panel :)
All last 3 fglayers have last parameter set which defines how fast they 'move' in relative to bgspeed
 
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